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Published by goroiamanuci, 2023-03-26 13:55:05

Dungeon Souls v11

Dungeon Souls v11

DUNGEON SOULS A Dark Souls and Demon’s Souls Compendium by DesViper


Introduction The Dark Souls and Demon’s Souls (collectively ‘Souls) series features titanic monsters and courageous adventurers facing impossible odds to save the country/world/reality. Similar themes are found in Dungeon’s & Dragons, so this compendium seeks to combine the themes and atmosphere of ‘Souls into the mechanics of DnD 5th edition. I am DesViper, a huge fan of both ‘Souls and DnD with hundreds of hours in both, so I feel I have the experience to successfully combine these hobbies. This text was written on stream at twitch.tv/DesViper along with the playthroughs. You can contact me on twitter @Des_Viper with any complaints. This compendium is written for Dungeon Masters seeking to write a campaign, adventure, or one-shot in the ‘Souls universe, even as events would take place in game. It covers the base games and DLC of Dark Souls, Dark Souls II, Dark Souls III, and Demon’s Souls, and presents character options, items, spells, NPCs, and of course monsters for DnD5e. It is written for an experienced DM, so the style is somewhat abbreviated. All that being said, I hope you enjoy this homebrew compendium. It took many hours of tinkering and sobbing over graphic design. If you’d like, you can find my other works on DMsGuild.com, under DesViper. Acknowledgments Acknowledgments go to Wizards of the Coast for publishing the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual these mechanics are based on, and to FROM Software for creating the ‘Souls Series we love so much. I also thank the communities of the VaatiVidya and PlayFrame discord servers for encouraging me! This is a fanwork, and as such I claim no copyright over this work, but do please give credit if you take material from it. I do have other more original works I’d like more exposure from. This work contains material that is copyright Wizards of the Coast, FromSoftware, and other authors. Paper background texture is done by Nimgyu. Other images are concept art and cover art that is copyright FromSoftware. If your fan art has gotten mixed in with FromSoftware’s concept art, please let me know and I’ll credit you or remove it from this fanwork. i


Introduction Part I: Dark Souls Act I: Dark Souls (I)..........................................1 Character Options..................................................1 Races..............................................................1 Undead.....................................................1 Hollow......................................................2 Lordkin.....................................................3 Subclasses.......................................................5 Circle of Pyromancy..................................5 Parry Master..............................................6 Dark Serpent Patron.................................7 Spells.............................................................8 Feats.............................................................14 Monsters..............................................................15 Hollow Template.............................................15 Hollows...........................................................16 Asylum Demon................................................17 Taurus Demon.................................................17 Black Knight....................................................18 Hellkite Wyvern...............................................19 Valley Wyvern..................................................20 Prowling Titanite..............................................20 Rotting Dragon...............................................21 Armored Boar..................................................22 Balder Knight..................................................22 Berenike Knight..............................................23 Channeler........................................................23 Belltower Gargoyle..........................................24 Capra Demon..................................................25 Undead Attack Dog.........................................25 darkroot wood enemies....................................26 Moonlight Butterfly.........................................29 Great Grey Wolf Sif.........................................29 Hydra..............................................................30 depths enemies................................................31 Basilisk............................................................31 Gaping Dragon................................................32 blighttown enemies..........................................33 Chaos Witch Quelaag......................................26 Man Serpents...................................................37 Giant...............................................................37 Iron Golem......................................................38 Sentry Giant....................................................39 Painting Guardian............................................40 Batwing Demon...............................................40 Silver Knight....................................................41 Dragonslayer Ornstein.....................................42 Executioner Smough........................................43 Dark Sun Gwyndolin.......................................44 painted world enemies.....................................45 Crossbreed Priscilla..........................................56 Crystal Golem..................................................47 Crystal Hollow.................................................48 Man-Eater Shell...............................................48 Seath the Scaleless............................................49 demon ruins enemies.......................................50 Ceaseless Discharge..........................................51 Demon Firesage...............................................52 Centipede Demon...........................................53 izalith enemies.................................................54 Bed of Chaos...................................................55 catacomb enemies............................................56 Pinwheel..........................................................58 Gravelord Nito................................................59 new londo enemies..........................................60 Four Kings.......................................................62 Sanctuary Guardian.........................................63 oolacile enemies...............................................64 Artorias the Abysswalker..................................65 Lord’s Blade Ciarain........................................66 Manus, Father of the Abyss..............................68 Black Dragon Kalameet...................................68 Gwyn, Lord of Cinder.....................................69 Table of Contents NPCs...................................................................70 Andre of Astora................................................70 soul sorcerer.....................................................70 pyromancer......................................................71 chaos pyromancer.............................................71 Rhea of Thorolund..........................................72 way of white knight..........................................72 Havel the Rock.................................................73 Solaire of Astora...............................................74 Kirk, Knight of Thorns....................................75 Witch Beatrice.................................................75 Lautrec the Embraced......................................76 Prince Ricard...................................................77 Black Iron Tarkus.............................................77 knight of Catarina............................................78 Big Hat Logan.................................................79 Equipment...........................................................80 Soul Rings........................................................84 Soul Transposition............................................86


DARK SOULS Part 1


Dark Heritage. You have resistance to necrotic damage. Undead Fortitude. When reduced to 0 hit points, you can make a Constitution save of a DC equal to 5 + the damage dealt to reduce you to 0 hit points. If you succeed, you instead drop to 1 hit point. You can’t successfully use this feature again until you finish a long rest. Fire’s Retreat. Instead of sleeping for a long rest, you may instead bask in the warm glow of a bonfire or similar source of warm light, safe from harm. When you rest this way, you fall unconscious for 2d4 hours, then awake, gaining the benefits of a long rest. Also, you cannot be put to sleep by magical means. Languages. You can speak, read, and write Common, as well as one other language of your choice. Act I: Dark Souls Where it all started, in the land of Lordran and with the Linking of the Fire, the First Sin. This Act covers content from the first Dark Souls game. So, naturally, content from here applies to the next acts and for adventures in Lordran, Dragleic, Lothric or elsewhere. This act takes you from the asylum to the north to the second linking of the Fire by the Chosen Undead. It features iconic foes such as Dragonslayer Ornstein, Manus the Father of the Abyss, and the First Lord Gwyn. Character Options Races While seeming ostensibly human, people in souls are divided into several humanoid races or species (interbreeding between humans, undead, and hollows is never clarified, and perhaps better left that way). The most prominent races featured in Dark Souls are undead, hollows, and lordkin, which are described later. You could also simply choose human or variant human from the Player’s Handbook. Undead Undead were once humans in the various lands outside Lordran. But once they bear the Dark Sign, their nature changes: they become consumed by a great personal quest, seeking to save the land, acquire a relic, or simply enjoy a life without consequence. Unfortunately, the curse of the Dark Sign causes you to go hollow without such a drive. The Dark Sign itself is described later in this part. This race encapsulates the nature of the undead, without regard to the Dark Sign. Ability score increase. Your Constitution Score increases by 2, and one other ability score of your choice increases by 1. Consider your nationality before the curse. Were you from a jubilant land, a dank swamp, or even a proud kingdom. Age. Few become undead before adulthood, but once they are undead, they are biologically immortal. Some undead live millennia, whereas some lose their minds before a decade. Alignment. Undead tend toward neutrality: their intense need for meaning and destiny overshadows moral quandaries of good and evil, law and chaos. Size. Undead are similar in size to humans: usually more than 5’ tall but not much more than 6’. Your size is Medium. Speed. Your base walking speed is 30’. Darkvision. Undead seem not to struggle to see in dark caves and ruins. You have darkvision with a radius of 60’. This darkvision allows you to discern colors, unlike other forms of darkvision. Brave. Undead desire and biological resilience makes them robust to fear. You have advantage on saves against being frightened. Skill Versatility. You gain proficiency in one skill of your choice. Consider where you learned this skill and how it contributes to your destiny. 1


Hollow Hollows are different from undead in that they have fully lost their humanity, their sense of self. The darkness from which they came has seeped into their bodies and into their souls. They are no longer recognizably human. To counteract this, they generally obscure their faces with armor, wraps, or a hood. Hollows in this form still have their sanity and human instincts, but time is running short before they are completely lost. Ability score increase. Your Constitution Score increases by 2, and your Wisdom score increases by 1. Age. Hollows are biologically immortal, but their mental faculties are dwindling. Few hollows can maintain this state for even months. Alignment. Hollows tend toward neutrality and chaos. Their urge to protect their lingering humanity may override moral codes. They may not plunge fully into eveil, but they will make compromises. Size. Hollows are similar in size to a human, but they are ghastly in appearance, emaciated, and skeletal. Your size is Medium. Undead. Your creature type is undead, rather than humanoid, but you are immune to effects that turn undead. You can still benefit from magical healing normally ineffective on undead. Speed. Hollows have a madly intense drive. This combined with an emaciated build, your base walking speed is 35’. Darkvision. Undead seem not to struggle to see in dark caves and ruins. You have darkvision with a radius of 60’. This darkvision does not discern colors, only shades of grey. Unshaken. You have advantage on saves against being charmed or frightened. Dark Heritage. You have resistance to necrotic damage. Relentless Endurance. When you are reduced to 0 hit points but not outright killed, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. Fleeting Mind. Instead of sleeping, you may concentrate on your form for 4 hours to gain the effects of a long rest, maintaining very limited consciousness and awareness. Hollows generally concentrate on what lingers of their destiny, holding onto what they can for hours in agony. Languages. You can speak, read, and write Common, as well as one other language of your choice. Hollowing If a player is playing an undead, and hollows. You can have them change all of their statistics, or simply follow these suggestions: replace the undead’s Brave, Undead Fortitude, and Fire’s Retreat features with the hollow’s Undead, Unshaken, Fleeting Mind, and Relentless Endurance features. If the character spends weeks hollowed, and then dies, they are treated as an NPC and you can apply the Hollow Template described later in this Act. 2


Lordkin At the dawn of the Age of Fire, souls arose and were infused into otherwise hollow beings. Of these souls, the most substantial are the Lord Souls. Bearers of these souls wield nearly godlike power and influence. These godlike beings shared their power with their allies and their children, creating a race of beings born of Lord’s souls. These beings are not gods or lords, but their lineage gives them longevity and magical abilities unreachable by most men. Ability score increase. Your Wisdom score increases by 2. Age. Lordkin reach maturity in less than a century, then have indefinite lifespans. Alignment. Lordkin tend toward law, but those laws depend greatly on their lord. Size. Lordkin are generally larger than humans, ranging from 6’ to 7’ tall. Your size is Medium. Speed. Your base walking speed is 30’. Darkvision. Descendant of or personally blessed with celestial power, you have darkvision with a radius of 60’. Born of Fire. Being of those who started the Age of Fire, you have resistance to fire damage. Voice of Disparity. You know the thaumaturgy cantrip. At 3rd level, you can cast command once per long rest, using Wisdom as your spellcasting ability. Fleeting Mind. Instead of sleeping, you may concentrate on your form for 4 hours to gain the effects of a long rest, maintaining very limited consciousness and awareness. Languages. You can speak, read, and write Celestial and Common. Subrace. Lordkin also have traits associated with their respective Lord. Choose one of the following subraces: Lightborn, Fireborn, Darkborn, or Deathborn. Lightborn Lightborn are lordkin associated with Gwyn, Lord of Sunlight, who shares his power liberally. Such beings include the Lords of Anor Londo, their silver knights, and even the black knights who battled demons.. Ability score increase. Your Strength score increases by 1. Pantheonic Resilience. You have resistance to radiant damage. Might of the First Lord. Once per long rest, as an action, you call out the name of the First Lord. After a moment, lightning wreaths your weapons and it crackles from your eyes, shedding bright light in 10’ and dim light in another 10’ for the next minute. Also for the next minute, once per turn when you deal damage with an attack, you can deal additional lightning damage equal to half your character level. 3


Darkborn Also known as pygmies and their descendants, the ancestors of man. These beings inherited the Dark Soul, an affront to Gwyn’s Light Soul. But, they are reclusive beings, willingly accepting a subtle banishment from Gwyn’s light. Notable pygmies include Manus, the Pygmy Lords of the Ringed City, and their Ringed Knights. Ability score increase. Your Intelligence score increases by 1. Dark Resilience. You have resistance to necrotic and psychic damage. Might of the Dark. Once per long rest, as an action, you can unleash the mad darkness within you, wreathing yourself in black tendrils and clouding your mind. For 1 minute, you can gain advantage on saves against being charmed or frightened. If you are charmed or frightened during the action to activate this feature, the condition ends. Also, once per turn while using this feature, when you deal damage with an attack, you can add additional necrotic damage equal to half your character level. Fireborn Fireborn are lordkin associated with the Witch of Izalith, who shares her power with her children. Those present at the creation of the Chaos Flame were twisted into demonic chimeras of fire and beast. But some escaped the surge of Chaos and fled Izalith. The best known escapee was Quelana, an exile in Blighttown. Ability score increase. Your Charisma score increases by 1. Chaotic Resilience. Along with the fire resistance granted by your race, when receiving fire damage, you may roll a d6, then reduce the incoming fire damage by the result. Might of the Chaos Flame. Once per long rest, as an action, you reach into the flame within you, and brimstone and fire coat your body, shedding bright light in 10’ and dim light for another 10’ for the next minute. Also for the next minute, when you are damaged by a creature, you can use your reaction to eject lava from your body to the attacking creature’s space, lasting until the brimstone dissipated from your body. Creatures starting their turn in this lava take fire damage equal to half your character level. Deathborn Deathborn are lordkin associated with Gravelord Nito, the First of the Dead. It isn’t known if Nito shared his power or sired any descendants. But if there were such beings, they would surely wield the might of the gods alongside the dead. Ability score increase. Your Constitution score increases by 1. Grave Resilience. You have resistance to necrotic damage, and immunity to disease. Might of the Grave. Once per long rest, as an action, you can touch the body of a humanoid you have slain and imbue it with a dark reflection of life. The body sheds its flesh and rises as a Skeleton (Monster Manual, p. 272. It’s maximum hit points increase by an amount equal to your character level). The skeleton is under your control for the next minute, acting immediately after your turn in initiative. It then returns to lifelessness. Until then, you can use your bonus action to mentally command the Skeleton to do your bidding. Given no command, the skeleton will attack the nearest creature hostile to you. 4


Access to Flame For a longer campaign or adventure, DMs are encouraged to limit access to Old Flames, rewarding them along the adventure. This is especially suggested for the Profaned and Arcane flames, which are closely linked to the profaned capital and to the pyromancer Eigyl, respectively. Black Flame. The dark flame that resides in the souls of man. When you use your Embers of Fire, the target also takes 1d6 necrotic damage. When rolling for damage from a spell, you may reroll any roll of 1 on the die. But you must use the second result. Profaned Flame. A bright yellow flame, an evil thing that resides below, corrupting souls. When you use your Embers of Fire, the target also takes 1d6 radiant damage. When a creature takes fire damage from you, it makes a Charisma save of a DC equal to the fire damage dealt, and on a failure, it becomes Charmed by you until the start of its next turn. Arcane Flame. The blue flame of constructs of the Pyromancer Eygil. When you use your Embers of Fire, the target also takes 1d4 force damage. If you attempt to deal fire damage to a creature but ultimately fail to deal damage due to resistance or immunity to fire damage, you can use your reaction to instead deal half as much force damage to the target. Subclasses Circle of Pyromancy Pyromancers derive their power from nature, and being close to nature allows one to obtain new understanding of pyromancy and it’s primal nature. This makes pyromancers in Dark Souls closest to druids in DnD, who wield natural magic to oppose those who threaten nature. Druids of the Circle of Pyromancy use their primal powers not to transform into beasts, but to enwreath themselves in demonic power. Circle Spells Your relationship with flame allows you to actualize flame in ways other druids struggle to. When you reach certain druid levels, you gain access to the spells listed below, and these spells are always prepared and do not count against the number of spells you can prepare after a long rest. These spells also count as druid spells for you. Druid Level Circle Spell 3rd scorching ray, web 5th fireball, demon pyre* 7th fire shield, banishment 9th cloudkill, hold monster *described later in this chapter Embers of Fire At 2nd level, you become surrounded by minuscule embers of fire. When a creature you can see starts its turn within 10’ of you, you can use your reaction to explode one of these embers at them. The creature makes a Dexterity save against your spell save DC, taking 1d6 fire damage on a failure. This damage increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level. Old Flame At 2nd level, when you finish a long rest, you can choose a legendary flame to draw your pyromancy from, tinting your fire, then as an action, you can expend a use of Wild Shape and gain 4 x your druid level temporary hit points for 10 minutes. You also gain the following benefits while you have these temporary hit points based on the flame you chose. First Flame. The flame of the Lords, of disparity, the flame of the Age of Fire. When you use your Embers of Fire, roll damage for it twice instead of once. Also, your melee attacks deal an additional 1d6 fire damage. Chaos Flame. The flame of ambition created by the Witch of Izalith, which spawned demons. A creature damaged by your Embers of Fire has a pool of lava spawned below them for until the end of their next turn. A creature starting their turn in this lava takes 1d6 fire damage. Chaotic Reanimation At 6th level, you learn to use your connection to fire to unleash what remains of the flame within the slain. As a reaction to a humanoid being killed within 10’ of you, you can cause it to rise with 1 hit point as a zombie (Monster Manual, p. 316, the same size as the slain creature, resistant to fire damage). It takes its turn in initiative immediately after you and it obeys your mental commands. After 1 hour, the zombie crumbles into ash. The zombie also gains benefits based on your Old Flame. First Flame. The zombie’s weapon attacks deal an additional 1d6 fire damage. Chaos Flame. When the zombie is slain or successfully uses its Undead Fortitude ability, a pool of lava is generated in a 5’ radius around it until the start of your next turn. A creature other than you or the zombie starting its turn in the lava takes 1d6 fire damage. Black Flame. The zombie’s weapon attacks deal an additional 1d6 necrotic damage. Profaned Flame. The zombie has advantage on saves for its Undead Fortitude ability. Arcane Flame. The zombie has advantage on saves against spells and other magical effects. You can use this feature a number of times equal to your Wisdom modifier, regaining expended uses after a long rest. 5


Parry Master Most rogues focus on stealth and agility to catch their enemies off-guard. Parry masters use their skill with the shield to strike enemies where they are vulnerable. While most warriors in Dark Souls are capable of parrying, some specialize in it, using daggers and rapiers to critically strike opponents. A rogue’s Sneak Attack best translates to the riposte after a parry maneuver in ‘Souls. Also see the parryer feat later in this act to parry as another class. This archetype’s features and that of the parryer feat can both be used as part of the same reaction. Parry At 3rd level, when you choose this archetype, you learn how to use a shield and how to maneuver it in response to an incoming attack. Parry masters tend to choose small, maneuverable shields over large greatshields. You become proficient in shields, and when you are hit with a melee weapon attack while wielding a shield, you can use your reaction to make a Sleight of Hand check against the attack roll. If you succeed, the attack misses, and as part of the same reaction, you can move up to half your walking speed to an unoccupied space within 5 feet of the attacker and make a melee weapon attack with advantage using a finesse weapon against the attacking creature. If you hit, you can apply your Sneak Attack class feature, and you gain an additional reaction until the start of your next turn. This additional reaction cannot be used on this subclass feature. Diverse Implements At 9th level, you learn how to use parrying maneuvers with a variety of implements. In addition to shields, you can use your Parry reaction while wielding a finesse weapon or even if your offhand is empty. Agile Escape At 13th level, when you use your Cunning Action to take the Disengage action, incoming attacks have disadvantage until the start of your next turn. Legendary Riposte At 17th level, your ability to riposte becomes the stuff of legends. When you successfully hit with an attack as part of your Parry reaction, it is a critical hit, and applies your Sneak Attack feature even if you have already used that feature since the start of your last turn. You can use this additional Sneak Attack a number of times equal to your Constitution modifier. Expended uses are regained at the end of a short or long rest. Witch Embers At 10th level, you can use your bonus action to send your Embers of Fire away from you and into a 10’ cube up to 30 feet away. These embers remain for 1 minute, during which you cannot use your normal Embers of Fire reaction. When a creature enters this 10‘ cube, they take damage as if you had used your Embers of Flame feature. Legendary Flames At 14th level, your connection to fire becomes more intimate, and you gain new benefits from your Old Flames feature. First Flame. You gain immunity to the blinded, deafened, frightened and poisoned conditions, and you gain +1 AC. Also, critical hits against you become normal hits. Chaos Flame. You gain immunity to the charmed and frightened conditions, and when receiving fire damage, you can reduce the damage by an amount equal to your druid level. Black Flame. You gain immunity to the stunned, prone, and frightened conditions, and when you roll for necrotic damage, you can reroll any roll of 1 on damage dice, but you must use the second result. Profaned Flame. You gain immunity to the frightened condition, and when you are damaged by an enemy more than 5’ away from you, you can use your reaction to cast produce flame at the enemy, dealing 1d8 damage. Arcane Flame. You gain immunity to the paralyzed, petrified and frightened conditions, and when a creature rolls a 1 on the d20 for a ranged spell attack against you, you can redirect the attack at another hostile creature within 30’. The original attacker rolls a new spell attack, but on a hit, the attack deals minimum damage. 6


At the start of your next turn, the grappled creature takes necrotic damage equal to your proficiency bonus + your Charisma modifier, and has its hit point maximum reduced by an amount equal to your proficiency bonus, as it’s released from the grapple. Then, for the next minute, you gain a bonus to damage rolls equal to your proficiency bonus. You can perform this special melee attack any number of times, but you can only gain the bonus to damage rolls once per short or long rest. Dark Ward At 6th level, dark destiny surrounds you. When you are reduced to 0 hit points, you can use your reaction drop to 1 + your Charisma modifier hit points instead. You can forgo this benefit until the end of your next short or long rest to use your reaction to gain advantage on a Lifedrain attack, which then deals triple damage on a hit. You can use this reaction once per short or long rest. Empowered Life drain At 10th level, your Lifedrain becomes even more powerful. As well as humanoids, you can also target Medium aberrations, celestials, fey, fiends, giants, monstrosities, and undead with your Lifedrain attack. After successfully damaging a creature with your Lifedrain attack, you can immediately roll one of the target’s hit dice (no action required) and gain hit points accordingly. The target then deducts this hit die from its pool. If the target has no hit dice left, the feature fails. Phantom Motes At 14th level, you gain even more features after successfully draining another. Each time you successfully damage a creature with your Lifedrain attack, you gain a phantom mote of dark energy that resides within you. If you reduce a creature to 0 hit points with a Lifedrain attack, you gain 3 motes. You can carry a number of motes equal to your warlock level, and these motes dissipate at the end of a long rest. While you have at least 1 phantom mote, you can use your action to cast eldritch blast, firing a single beam for every phantom mote you have, expending all of them. Dark Serpent Patron Hexers in Dark Souls translate best to Warlocks in DnD: they rely somewhat on Intelligence like wizards do, but they also rely on their force of will. Warlocks are also generally depicted as dark figures using forbidden arts, and this best describes hexers and users of the dark in ‘Souls. The best known users of the dark are associated with dark serpents, primarily Darkstalker Kaathe, who beckoned men into exploring the dark within them. Kaathe also taught such men the art of lifedrain, expressed as a weapon of swirling dark energy. Expanded Spell List The Dark Serpent’s Gift lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Spell Level Spells 1st shield, bane 2nd blindness/deafness, detect thoughts 3th bestow curse, blinding smite 4th phantasmal killer, staggering smite 5th banishing smite, planar binding Dark Training At 1st level, the Dark Serpent grants you the knowledge to fight effectively. You gain proficiency with medium armor, shields, and martial weapons. This particular training includes a ritual to manifest a dark bond with a weapon. After you finish a long rest, you bond with a weapon of your choice that you are proficient with that is not two-handed. When you attack with this weapon, you can use your Charisma modifier instead of Strength or Dexterity. This benefit also extends to any weapon using your Pact of the Blade feature. Lifedrain At 1st level, along with your martial training, you learn the art of Lifedrain, which is manifested as a swirling shield. As a bonus action or along with conjuring your Pact Weapon, you conjure a shield of swirling dark energy in an empty hand, granting a bonus to AC equal to your proficiency bonus, instead of that granted by a normal shield. You can also use your action to collapse this shield into swirling, absorbing energy. You forgo the benefit of your shield until the start of your next turn to make a special melee spell attack against a Medium humanoid within 5’. A creature hit by this attack is grappled by you (escape DC = 8 + your proficiency bonus + your Charisma modifier) until the start of your next turn. 7


Soul Arrow Evocation cantrip (sorcerer, warlock, wizard) Casting Time: 1 action Range: 60’ Components: V, S Duration: Instantaneous A mote of blue radiant light streaks out from you to a creature in range, following a moving creature only slightly. Make a ranged spell attack against the target, and the AC against this attack only considers bonuses due to armor, natural armor, magic items, and shields. The target also does not benefit from the Dodge action for this attack. On a hit, the target takes 1d8 radiant damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Alluring Rapport 1st-level enchantment (bard, druid, sorcerer) Casting Time: 1 action Range: 60’ Components: V, S Duration: Concentration, up to 1 minute. Alluring pink flame emits from your eyes as you look at a creature within range. If the creature has an Intelligence of less than 5 or is undead, it makes a Wisdom save or becomes charmed by you for the duration. Creatures charmed this way will attack the nearest creature hostile to you, and it must repeat the Wisdom save each time it is damaged, ending the effect on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other. Heavy Flame 1st-level evocation (druid, sorcerer, warlock) Casting Time: 1 action Range: 5’ Components: V, S Duration: Instantaneous You draw from within your despair and suffering a black flame in your hand, which then explodes into a blast of dark fire at a target within range. Make a melee spell attack against the target. On a hit, the target takes 3d12 fire damage and its speed is reduced to 0 until the end of its next turn. Spells Spells in Dark Souls can be difficult to translate into DnD. This section considers the minimum stat requirements for spells in ‘Souls and translates them to spell levels for DnD. Sorcery in ‘Souls of course translates best to wizardry, pyromancy to druidic magic, given the primal nature, and miracles to cleric and paladin magic. The table below suggests Dungeons and Dragons equivalent spells to Dark Souls spells, such as magic weapon and magic weapon. Then Dark Souls spells are given in order of spell level. Dark Souls Spells Dungeons and Dragons Spells Magic Weapon, Great Magic Weapon, Crystal Magic Weapon magic weapon Magic Shield, Strong Magic Shield shield Aural Decoy minor illusion Hush pass without trance Fall Control feather fall Hidden Body invisibility Repair mending Cast Light light Chameleon major image Remedy lesser restoration, greater restoration Resist Curse remove curse Heal, Great Heal Excerpt, Great Heal cure wounds Soothing Sunlight mass cure wounds Force thunderwave Magic Barrier, Greater Magic Barrier protection from energy Vow of Silence silence Fireball, Combustion, Great Combustion produce flame Great Fireball fireball Firestorm, Fire Tempest firestorm Fire Surge burning hands 8


Hidden Weapon 2nd-level illusion (bard, warlock, wizard) Casting Time: 1 bonus action Range: Touch Components: V, S, M (a strand of vine from a vineblight) Duration: Concentration, up to 1 minute. You touch a nonmagical weapon and bright sparks surround it for a moment, then it turns invisible. All attacks made with this weapon gain advantage, unless the target has blindsight or other means of seeing invisible creatures or objects. Inner Soothing Light 2nd-level evocation (cleric, paladin) Casting Time: 1 action Range: Self Components: V, M (a page from a prayer book) Duration: Concentration, up to 1 minute You speak a prayer into your clasped hands and begin to feel a healing light within you. As long as you maintain concentration on this spell, you regain 2 hit points at the beginning of each of your turns. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you regain an additional hit point for each slot level above 2nd. Intense Sweat 2nd-level transmutation (druid) Casting Time: 1 action Range: Self Components: S Duration: 1 minute You begin to sweat profusely. This magical sweat coats you and your gear giving you resistance to fire damage for the duration. Lava Whip 2nd-level evocation (druid, sorcerer, warlock) Casting Time: 1 action Range: 15’ Components: V, S, M (tatters from a spellcaster’s robes) Duration: 1 minute You draw from your flaming despair and generate a whip of lava from your empty hand. You then make a melee spell attack at any number of creatures within range. On a hit, the target takes 2d6 fire damage as the lava whip strikes. Creatures targeted by these melee attacks then have a field of lava generated below them for the duration. A creature starting their turn in or moving into this lava takes 2d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage from the whip strikes increases by 1d6 fire damage for each slot level above 2nd. Minor Wrath 1st-level evocation (cleric) Casting Time: 1 action Range: 15’ Components: V, S Duration: Instantaneous You generate a luminous shockwave around you. Creatures within range make a Strength save or are knocked 15’ back, prone. And, until the start of your next turn, ranged attacks against you suffer disadvantage. Abyssal Acid 2nd-level evocation (druid) Casting Time: 1 action Range: Self (15’ cone) Components: V, S, M (blood from a massive desert worm) Duration: 1 minute You inhale a large breath, then pull fiendish acids into your lungs, then exhale a brown acidic cloud in a 15’ cone. Creatures in this cone make a Constitution save or take 2d8 acid damage and acid begins to corrode their weapons. A nonmagical weapon has a -1 penalty to attack and damage rolls permanently. A magical weapon has a -1 penalty to attack and damage rolls for the duration, or until a creature uses their action to clean the acid off the weapon. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 acid damage for each slot level above 2nd. Heavy Magic Arrow 2nd-level evocation (sorcerer, warlock, wizard) Casting Time: 1 action Range: 90’ Components: V, S, M (a small gemstone) Duration: Instantaneous You concentrate on your arcane essence and launch an orb of energy at a creature you can see within range. Make a ranged spell attack against the target, and this spell attack cannot suffer disadvantage due to actions the target has taken such as the Dodge action or spells such as blur and protection from good and evil. On a hit, the target takes 5d4 force damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st. 9


Demon Pyre 3rd-level evocation (sorcerer) Casting Time: 1 action Range: 60’ Components: V, S, M (the leg of a spidery demon) Duration: Instantaneous You focus on your inner flame and generate a ball of chaotic fire in your hand, you then throw this ball at a point you can see within range. The ball then explodes in brimstone and lava in a 20’ sphere. Creatures in this sphere make a Dexterity save or take 6d6 fire damage, half on a successful save. This explosion will also ignite flammable objects in the area that aren’t worn or carried. Then, the lava from this explosion settles on the ground beneath this sphere and remains until the start of your next turn. A creature starting their turn in this lava takes 2d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage from the explosion increases by 1d6 fire damage for each slot level above 3rd. Iron Flesh 3rd-level transmutation (cleric, druid) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute. You focus on your essence and your flesh and gear become hard as iron, as well as slightly reflective. For the duration, you cannot be knocked prone, and damage rolls for bludgeoning, piercing, and slashing damage roll 1 fewer damage die. However, your walking speed becomes 15, and you cannot benefit from flying, climbing or burrowing speed. Lightning Blade 3rd-level conjuration (cleric, paladin) Casting Time: 1 action Range: Touch Components: S, M (a relic from a disgraced celestial) Duration: Concentration, up to 1 minute. You caress a weapon held in one hand, and crackling lightning forms along the blade of the weapon. For the duration, the weapon becomes magical, and its attacks deal an additional 1d6 lightning damage. Swamp Breath 2nd-level transmutation (druid, sorcerer, warlock) Casting Time: 1 action Range: Self (15’ cone) Components: V, S, M (an egg from an insectoid fiend) Duration: 1 minute. You inhale a large breath, then pull natural toxins into your lungs, then exhale a purple poisonous cloud in a 15’ cone. Creatures in this cone make a Constitution save or take 2d12 poison damage and become poisoned for the duration. A creature starting its turn poisoned this way takes an additional 1d12 poison damage; it can then repeat the save at the end of its turn, ending the effect on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the poisonous cloud increases by 1d12 poison damage for each slot level above 2nd. Beads of Humanity 3rd-level conjuration (sorcerer, warlock, wizard) Casting Time: 1 action Range: 60’ Components: V, S, M (hairs from a madman) Duration: Instantaneous. Dark energy gathers in your hands then shoots out toward 5 different creatures of your choice within range. Make a ranged spell attack against each creature. On a hit, the target takes 2d8 necrotic damage and 2d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, 2 more beads of dark energy are shot out for each slot level above 3rd. These additional beads can target creatures already targeted by this spell. 10


Power Within 3rd-level adjuration (druid, warlock) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute. Dark red ethereal flames surround you, as your inner flame is expressed outwardly. For the duration, melee attacks roll an additional damage die, and you can take the Dash action as a bonus action. But, you take 5 fire damage at the end of each turn for 1 minute, even if you lose concentration on this spell. Projected Wrath 3rd-level evocation (cleric, paladin) Casting Time: 1 action Range: 30’ Components: V, S, M (a wooden ale mug) Duration: Instantaneous You gather a ball of luminous white light and eject it to a point within range. The light then explodes into a 10’ sphere. Creatures in this sphere make a Strength save or take 4d6 thunder damage and are pushed 15’ away from the explosion and knocked prone. Walk of Tranquility 3rd-level abjuration (cleric) Casting Time: 1 action Range: Self Components: S, M (a patch of moss) Duration: 1 minute. You usher a prayer of peace as radiant waves emanate in a 15’ circle centered on you. Hostile Large or smaller creatures in this circle have their speed halved, they cannot use reactions, and attacks targeting them have advantage, as their movement is hindered. Fog of Disparity 4th-level conjuration (bard, druid, sorcerer, warlock, wizard) Casting Time: 1 action Range: 60’ Components: S, M (a ripe from a noose) Duration: 1 minute. A foul black mist forms in a 15’ sphere centered on a point you can see within range, heavily obscuring the area. A creature that starts its turn in this fog makes a Constitution save or becomes poisoned for 1 minute, repeating the save at the end of each of their turns, ending the effect on a success. A creature ending their turn in this fog takes 4d6 poison damage Lightning Spear 3rd-level evocation (paladin) Casting Time: 1 action Range: 120’ Components: V, S, M (a golden medallion worth at least 25 gp) Duration: Instantaneous You hold your holy symbol high in the air and generate a static bolt of crackling lightning ten feet long. You then throw the bolt at a creature within range, making a ranged spell attack against the target. On a hit, the target takes 4d6 lightning damage. A creature in metal armor, made of metal, or with thick protective scales is vulnerable to this damage, regardless of their damage resistances or immunities. If the target is in a body of water, the damage also applies to creatures within 10’ of the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Moonlight Blade 3rd-level conjuration (cleric, paladin) Casting Time: 1 action Range: Touch Components: S, M (a preserved ear cut from a sinner) Duration: Concentration, up to 1 minute. You caress a weapon held in one hand, and bluish moonlight begins to radiate from the blade of the weapon. For the duration, the weapon becomes magical, it sheds 10’ of bright light and 10’ of dim light, and its attacks deal an additional 1d6 radiant damage. Orb of Disparity 3rd-level conjuration (sorcerer, warlock, wizard) Casting Time: 1 action Range: 60’ Components: S, M (a handful of nightcrawlers) Duration: Instantaneous Black tendrils crawl up from the ground and along your body before coalescing in an orb of dark energy two feet wide at your hands. It then travels 30 feet toward a creature of your choice within range at the end of each of your turns. Any creature that touches this orb causes it to explode in absorbing fog. Creatures within 5’ of this explosion make a Constitution save or take 4d8 necrotic damage, half on a successful save. Creatures failing this save also have their speed reduced by 10 and their Dexterity score reduced by 2 for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 bludgeoning damage for each slot level above 3rd. 11


Lord Gwyn’s Radiant Lightning 5th-level evocation (paladin) Casting Time: 1 action Range: 120’ Components: V, S, M (a golden medallion worth at least 25 gp) Duration: Instantaneous You hold your holy symbol high in the air and generate a golden bolt of crackling sunlight fifteen feet long. You then throw the bolt at a creature within range, making a ranged spell attack against the target. On a hit, the target takes 6d6 lightning damage and 6d6 radiant damage. Dragons and creatures with sunlight sensitivity have vulnerability to this damage regardless of their damage resistances and immunities. A target taking more than 20 damage from this spell is knocked 15’ from you, prone. Nito’s Grave Swords 5th-level evocation (cleric, paladin) Casting Time: 1 action Range: 30’ Components: V, S, M (a bone from a reanimated skeleton) Duration: Instantaneous You hold your holy symbol, gathering necrotic energy, then slam it on the ground causing large, orange, boney blades to emerge from the earth. Creatures within range make a Dexterity save or take 3d10 piercing damage and 3d10 necrotic damage, half on a successful save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the necrotic damage increases by 1d10 and the range increases by 10 feet for each slot level above 5th. Wrath of Light 5th-level evocation (cleric, paladin) Casting Time: 1 action Range: 15’ Components: V, S, M (cleric’s robes or a tear thererof) Duration: Instantaneous You generate thunderous radiant wave of light around you. Creatures within range make a Strength save or take 4d6 thunder damage and 4d6 radiant damage and are pushed 15 feet away, prone. Then, until the start of your next turn, ranged attacks against you suffer disadvantage. Homing Soul Masses 4th-level evocation (sorcerer, wizard) Casting Time: 1 action Range: Self Components: V, S, M (a clump of bluish crystal) Duration: Concentration, up to 10 minute. From within your arcane essence, radiant masses of energy rise above your body, a number equal to your spellcasting modifier. These masses remain until a hostile creature moves within 60’ of you. It then makes a Dexterity save as one-by-one these masses fly toward it. On a failure, the target takes 2d6 radiant damage per mass. If the target is reduced to 0 hit points before masses are depleted, they remain above your body until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 radiant damage for each slot level above 4th. Additionally, a creature takes half damage on a successful Dexterity save. Karmic Justice 4th-level abjuration (cleric) Casting Time: 1 action Range: Self Components: V, S, M (a lock of worn, black hair) Duration: Concentration, up to 1 minute. You utter vengeful words into your clasped hands, then feel a dark essence within you. Each time you take damage, this essence grows. Once you have taken 20 damage, the essence is unleashed in a shockwave of black energy. Creatures within 20’ make a Constitution save or take 4d6 thunder damage and 4d6 necrotic damage and are pushed back 15 feet, prone. Creatures succeeding this save take half damage and are not pushed or knocked prone. 12


Izalith’s Pyrestorm 7th-level evocation (druid, sorcerer) Casting Time: 1 action Range: 60’ Components: V, S, M (a wooden branch from a fiend) Duration: Instantaneous You focus on your inner flame then slam your fists on the ground, generating 8 5’ radius, 30’ tall cylinders of chaotic lava and brimstone at points you can see within range. Creatures in these cylinders make a Dexterity save or take 6d10 fire damage, half on a successful save. These cylinders of flame ignite flammable objects that are not worn or carried. Then, the lava from these cylinders settles on the ground beneath and remains until the start of your next turn. A creature starting their turn in this lava takes 2d10 fire damage. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage from the cylinders of flame increases by 1d10 fire damage for each slot level above 3rd. Seath’s Pale Breath 8th-level transmutation (sorcerer, warlock, wizard) Casting Time: 1 bonus action Range: Self Components: V, S, M (a quartz rod worth at least 500 gp) Duration: Concentration, up to 1 minute. You let your arcane essence combine with the quartz rod held in your hand, imbuing you with the power to spew the pale, cursed breath of Seath the Scaleless. While you maintain concentration, you can use your action to exhale a white mist which travels in a 60’ cone from you, generating a spiked crystalline surface along the path it travels. Any creature in this cone makes a Constitution save or takes 6d6 force damage, half on a successful save. The spiked crystalline surface generated is difficult terrain, and any creature starting its turn on the path takes 4d6 piercing damage and makes a Constitution save. On a failure, its speed is reduced by 10’. A creature whose speed is reduced to 0 this way is petrified until a remove curse spell or similar magic is applied. Each time you use your action to exhale another cone of mist and spikes, the last path of crystalline spikes shatters and dissipates. Envious Pursuers 6th-level evocation (sorcerer, warlock, wizard) Casting Time: 1 action Range: Self Components: S, M (a gift from an unrequited love worth at least 1 gp) Duration: Concentration, up to 10 minute. From within you, 5 shadowy manifestations of envy rise above your body. These manifestations remain until a hostile creature moves within 60 feet of you. The manifestations then begin pursuing the creature, moving 30 feet toward it at the end of each of your turns. When they reach the hostile creature, it makes a Constitution save or takes 10d10 necrotic damage, half on a successful save. A creature receiving more than 50 damage from this spell is stunned until the end of its next turn, unable to accomplish anything but feel tremendous shame. Healing Light 6th-level abjuration (cleric) Casting Time: 1 action Range: Self Components: V, M (a tentacle from a mother octopus) Duration: Concentration, up to 1 minute. You speak words of prayer into your clasped hands and radiant, soothing light begins to emit from you, shedding bright light in a 15’ radius, and dim light in another 15’. You and friendly creatures in this light when the spell is cast regain hit points at the beginning of each of your turns equal to your spellcasting modifier, as long as you maintain concentration. Logan’s Magic Spear 6th-level evocation (sorcerer, wizard) Casting Time: 1 action Range: Self (5’ wide, 120’ line) Components: V, S, M (a large hat worth at least 25 gp) Duration: Instantaneous You thrust your hand toward a creature within range that you can see and a brilliant strobile of arcane light is sent toward it. The target and any creature touching a 5’ wide 120’ line from you to the target makes a Dexterity save, which cannot gain advantage by any means. On a failure, a creature takes 16d6 force damage and its speed is reduced to 0 until the end of its next turn, as its essence recovers from the trauma. The material component for this spell need not be worn or held, merely carried on your person. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. 13


Feats Parryer Prerequisite: Dexterity 13 or higher You learn to use your offhand guilefully in combat, parrying an opponent’s attack and countering with a punishing blow: • Your Dexterity increases by 1. • As a reaction to being hit with a melee attack from a creature within your reach, you can make a Sleight of Hand check against the attack roll. On a success, the attack misses, and as part of the same reaction, you can make a melee weapon attack against the creature with a finesse weapon. On a hit, you can roll an additional damage die for the damage roll for this attack. Greatshield Master Prerequisite: Strength 13 or higher, proficiency in shields You learn how to use greatshields with agility and strength: • If you take the Attack action on your turn, you can use your bonus action to shove a creature within reach with your shield. • You can add your shield’s AC bonus to Dexterity saves, by interposing your shield between the effect and yourself. • If subjected to an Dexterity save to reduce damage from an effect, you can use your reaction to take half damage on a failure and no damage on a success. 14


Skills Perception +1 Damage Resistances necrotic, poison Condition Immunities exhausted, poisoned Senses darkvision 60’ , passive Perception 11 Languages - Challenge 1/8 (25 XP) Turn Immunity. The hollow is immune to effects that turn undead. Actions Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5’ or range 20/60’, one target. Hit: 4 (1d6+1) piercing damage. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 14 (+2) 6 (-2) 8 (-1) 6 (-2) Hollow Guard Medium undead, neutral evil Armor Class 16 (chain shirt, shield) Hit Points 13 (2d8+4) Speed 35’ Monsters The most iconic content in Dark Souls is not the characters, spells, or weapons, but the titanic monsters you slay: magicfire dragons, giant paladins, oozes of skull and black ichor, and primeval abyssal beings. This section lists monsters in order of CR, which is determined by their expected appearance in a playthrough. For example, while the Asylum demon is a massive monster in-game that can crush you in one well-placed hit, this wouldn’t be a compelling DnD monster. So, it is considered a CR1 creature. On a similar note, it is CR1 because you are expected to have 4 players in a Dark Souls-themed adventure, despite the in-game experience being rather lonely. Hollows Entirely Hollow beings populate the urban areas in Dark Souls. These are not people on the precipice of hollowing, but beings that are completely lost, lacking any personality of semblance of self. Several examples of Hollows are listed below, but more importantly, a template is described to convert any humanoid stat block into a hollowed form (for example, NPC stat blocks from the Monster Manual or Volo’s Guide to Monsters). Aside is an example using the Guard stat block. Undead Nature. Hollows are Undead type, and do not need to eat, drink, breathe, or sleep. Ability Score Modification. Hollows are mindless shells of a former humanoid, as such they have pitiful mental statistics. The standard scores suggested are Intelligence 6, Wisdom 8, and Charisma 6. They are aware of their surroundings and are able to operate machinery, so they are more cognisant than beasts but far less than a healthy person. Speed. Hollows have a walking speed of 35’ Resistances. Hollows are resistant to poison and necrotic damage. Condition Immunity. Hollows are immune to the poisoned and exhausted conditions. Senses. Hollows have darkvision to a radius of 60’. Turn Immunity. Hollows are immune to effects that turn undead, as none are present in ‘Souls. 15


Saving Throws Str +5, Con +5 Skills Animal Handling +1, Athletics +5 Damage Resistances necrotic, poison Condition Immunities exhausted, poisoned Senses darkvision 60’ , passive Perception 9 Languages Common Challenge 4 (1100 XP) Reckless. The hollow can choose to gain advantage on all melee attacks during a turn, but until the start of its next turn, all incoming attacks also gain advantage. Cannibal Chop. The hollow can make a great cleaver attack against a prone target as a bonus action. Turn Immunity. The hollow is immune to effects that turn undead. Actions Great Cleaver. Melee Weapon Attack: +5 to hit, reach 10’, one target. Hit: 21 (4d8+3) slashing damage. Hook. Melee Weapon Attack: +5 to hit, reach 5’, one Medium or smaller creature. Hit: 8 (2d4+3) piercing damage and the target is knocked prone. STR DEX CON INT WIS CHA 17 (+3) 9 (-1) 16 (+3) 8 (-1) 9 (-1) 6 (-2) Hollow Butcher Large undead, neutral evil Armor Class 14 (natural armor) Hit Points 85 (10d10+30) Speed 35’ Damage Resistances necrotic, poison Condition Immunities exhausted, poisoned Senses darkvision 60’ , passive Perception 9 Languages - Challenge 1/8 (25 XP) Turn Immunity. The hollow is immune to effects that turn undead. Actions Torch. Melee Weapon Attack: +2 to hit, reach 5’, one target. Hit: 2 (1d4) fire damage. Barrage. If the hollow hasn’t moved this turn, its speed becomes 0, it then makes 4 sword attacks. Leaping Slash. The hollow leaps 15’ toward a target and makes a weapon attack.. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 14 (+2) 6 (-2) 8 (-1) 6 (-2) Torch Hollow Medium undead, neutral evil Armor Class 11 Hit Points 13 (2d8+4) Speed 35’ Skills Acrobatics +5, Sleight of Hand +7, Stealth +7, Perception +1 Damage Resistances necrotic, poison Condition Immunities exhausted, poisoned Senses darkvision 60’ , passive Perception 9 Languages - Challenge 1 (200 XP) Cunning Action. The hollow can take the Dash, Disengage, or Hide action as a bonus action. Sneak attack (1/turn). The hollow deals an additional 7 (2d6) damage when it hits a target with a weapon attack that has advantage or the assassin has an ally within 5’ of the target, as long as the attack doesn’t otherwise have disadvantage. Turn Immunity. The hollow is immune to effects that turn undead. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5’ or range 20/60’, one target. Hit: 5 (1d4+3) piercing damage. Reactions Parry. In response to being hit with a melee weapon attack, the hollow makes a Sleight of Hand check against the incoming attack roll. If it succeeds, the attack misses and the hollow can move within 5’ of the attack and make a melee weapon attack against the attacker, with advantage. On a hit, the hollow applies Sneak Attack, and may still use another different reaction until the start of its next turn. STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 14 (+2) 6 (-2) 8 (-1) 6 (-2) Hollow Assassin Medium undead, neutral evil Armor Class 15 (leather armor) Hit Points 32 (5d8+10) Speed 35’ Damage Resistances necrotic, poison Condition Immunities exhausted, poisoned Senses darkvision 60’ , passive Perception 9 Languages - Challenge 1/8 (25 XP) Turn Immunity. The hollow is immune to effects that turn undead. Actions Sword. Melee Weapon Attack: +2 to hit, reach 5’, one target. Hit: 2 (1d4) slashing damage. Barrage. If the hollow hasn’t moved this turn, its speed becomes 0, it then makes 4 sword attacks. Leaping Slash. The hollow leaps 15’ toward a target and makes a weapon attack.. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 14 (+2) 6 (-2) 8 (-1) 6 (-2) Hollow Wretch Medium undead, neutral evil Armor Class 11 Hit Points 13 (2d8+4) Speed 35’ 16


Saving Throws Str +5, Con +5 Skills Athletics +5, Perception +1 Condition Immunities exhausted, frightened, grappled, poisoned Senses darkvision 60’ , passive Perception 11 Languages Abyssal Challenge 1 (200 XP) Reckless. The demon can choose to gain advantage on all melee attacks during a turn, but until the start of its next turn, all incoming attacks also gain advantage. Actions Greathammer. Melee Weapon Attack: +5 to hit, reach 10’ , one target. Hit: 12 (2d12+3) bludgeoning damage. Flying Slam (recharge 5-6). The demon flaps its wings and rises into the air before falling and slamming into the ground, creating a shockwave within 10’ of it. Creatures in that area make a DC 13 Dexterity save or take 13 (3d8) bludgeoning damage. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 16 (+3) 7 (-2) 8 (-1) 7 (-2) Asylum Demon Huge fiend, lawful evil Armor Class 15 (natural armor) Hit Points 47 (5d12+15) Speed 20’ Saving Throws Str +6, Con +5 Skills Athletics +5, Perception +1 Damage Resistances fire Condition Immunities exhausted, frightened, grappled, poisoned Senses darkvision 60’ , passive Perception 11 Languages Abyssal Challenge 4 (1100 XP) Standing Leap. The demon’s long jump and high jump are 30’ with or without a running start. Stunning Strike. If the demon hits a creature with a melee weapon attack, the target’s speed becomes 0 and it must make a DC 10 Constitution save or it is stunned until the end of its next turn. Actions Multiattack. The demon makes 2 weapon attacks. Greataxe. Melee Weapon Attack: +6 to hit, reach 10’ , one target. Hit: 14 (3d6+4) slashing damage. Sweeping Swipe (recharge 5-6). The demon swings its axe covering a 15’ cone in front of it. Creatures in that area make a DC 14 Dexterity save or take 17 (5d6) slashing damage. STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 17 (+3) 8 (-1) 8 (-1) 9 (-1) Taurus Demon Huge fiend, chaotic evil Armor Class 14 (natural armor) Hit Points 76 (8d12+24) Speed 40’ 17


Saving Throws Str +8, Con +5 Skills Athletics +5, Intimidation +4, Perception +5 Damage Resistances fire, psychic Senses darkvision 60’ , passive Perception 15 Languages Celestial, Common, Abyssal Challenge 6 (2300 XP) Indomitable (2/long rest). The knight rerolls a failed save Scorched Might (1/long rest). As a bonus action, the knight wreaths itself in ash for 1 minute. While this ash is present, the knight has immunity to fire damage, and its weapon attacks deal an additional 5 (1d10) fire damage. Lunging Attack. As a bonus action, the knight jumps 10’ and makes 1 weapon attack with advantage, without provoking opportunity attacks. Actions Multiattack. The knight makes 2 greataxe attacks. Greataxe. Melee Weapon Attack: +8 to hit, reach 5’, one target. Hit: 12 (2d6+5) slashing damage and the target makes a DC 13 Strength save or is knocked prone. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 12 (+1) Black Knight Medium humanoid (lordkin), lawful neutral Armor Class 18 (plate) Hit Points 67 (9d8+27) Speed 30’ Saving Throws Str +8, Con +5 Skills Athletics +5, Intimidation +4, Perception +5 Damage Resistances fire, psychic Senses darkvision 60’ , passive Perception 15 Languages Celestial, Common, Abyssal Challenge 6 (2300 XP) Indomitable (2/long rest). The knight rerolls a failed save Scorched Might (1/long rest). As a bonus action, the knight wreaths itself in ash for 1 minute. While this ash is present, the knight has immunity to fire damage, and its weapon attacks deal an additional 5 (1d10) fire damage. Actions Multiattack. The knight makes 2 greatsword attacks. Greatsword. Melee Weapon Attack: +8 to hit, reach 5’, one target. Hit: 15 (3d6+5) slashing damage and the target makes a DC 13 Strength save or is knocked prone. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 12 (+1) Black Knight Medium humanoid (lordkin), lawful neutral Armor Class 18 (plate) Hit Points 67 (9d8+27) Speed 30’ Saving Throws Str +8, Con +5 Skills Athletics +5, Intimidation +4, Perception +5 Damage Resistances fire, psychic Senses darkvision 60’ , passive Perception 15 Languages Celestial, Common, Abyssal Challenge 6 (2300 XP) Indomitable (2/long rest). The knight rerolls a failed save Scorched Might (1/long rest). As a bonus action, the knight wreaths itself in ash for 1 minute. While this ash is present, the knight has immunity to fire damage, and its weapon attacks deal an additional 5 (1d10) fire damage. Sweeping Attack. After hitting a creature with a melee weapon attack, the knight can use its bonus action to make the same attack against another creature within reach. Actions Multiattack. The knight makes 3 attacks: 2 with its longsword and 1 shield bash. Halberd. Melee Weapon Attack: +8 to hit, reach 10’, one target. Hit: 14 (2d8+5) slashing damage. Shield Bash. Melee Weapon Attack: +8 to hit, reach 5’, one target. Hit: 8 (1d6+5) bludgeoning damage and the target makes a DC 18 Strength save or is pushed 10’ backward. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 12 (+1) Black Knight Medium humanoid (lordkin), lawful neutral Armor Class 20 (plate, shield) Hit Points 67 (9d8+27) Speed 30’ Saving Throws Str +8, Con +5 Skills Athletics +5, Intimidation +4, Perception +5 Damage Resistances fire, psychic Senses darkvision 60’ , passive Perception 15 Languages Celestial, Common, Abyssal Challenge 6 (2300 XP) Indomitable (2/long rest). The knight rerolls a failed save Scorched Might (1/long rest). As a bonus action, the knight wreaths itself in ash for 1 minute. While this ash is present, the knight has immunity to fire damage, and its weapon attacks deal an additional 5 (1d10) fire damage. Actions Multiattack. The knight makes 3 attacks: 2 with its longsword and 1 shield bash. Longsword. Melee Weapon Attack: +8 to hit, reach 5’, one target. Hit: 12 (2d6+5) slashing damage or 15 (2d8+5) slashing damage with two hands Shield Bash. Melee Weapon Attack: +8 to hit, reach 5’, one target. Hit: 12 (1d6+5) bludgeoning damage and the target makes a DC 18 Strength save or is pushed 10’ backward. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 12 (+1) Black Knight Medium humanoid (lordkin), lawful neutral Armor Class 20 (plate, shield) Hit Points 67 (9d8+27) Speed 30’ 18


Claw. Melee Weapon Attack: +14 to hit, reach 10’, one target. Hit: 15 (2d6+8) slashing damage. Bite. Melee Weapon Attack: +14 to hit, reach 15’, one target. Hit: 19 (2d10+8) piercing damage. Tail. Melee Weapon Attack: +14 to hit, reach 15’, one target. Hit: 17 (2d8+8) bludgeoning damage. Fire Breath (recharge 5-6). The wyvern exhales a line of fire 240’ long and 15’ wide. Creatures in that area make a DC 23 Dexterity save or take 56 (16d6) fire damage, half on a successful save. Legendary Actions The wyvern can take 3 legendary actions, used after another creature’s turn in initiative. The wyvern regains all legendary actions at the start of its turn Detect. The wyvern makes a Perception check. Tail Attack. The wyvern makes a tail attack. Wing Attack (costs 2 actions). The wyvern beats its wings creating a shockwave within 20’ of it. Creatures in that area make a DC 24 Dexterity save or take 17 (2d8+8) bludgeoning damage and are knocked prone. The wyvern then flies half its fly speed. Saving Throws Str +14, Dex +6, Con +13 Skills Athletics +20, Intimidation +6, Perception +13 Damage Immunities fire Senses darkvision 120’ , passive Perception 23 Languages understands Draconic but cannot speak Challenge 17 (18000 XP) Legendary Resistance (3/day). The wyvern succeeds a failed save. Regeneration. When it has less than 100 hit points, the wyvern regains 2d20 hit points at the start of each of its turns. Actions Multiattack. The wyvern makes 3 attacks: 1 with its bite and 2 with its claws. STR DEX CON INT WIS CHA 26 (+8) 11 (+0) 25 (+7) 8 (-1) 13 (+1) 11 (+0) Hellkite Wyvern Gargantuan dragon, unaligned Armor Class 19 (natural armor) Hit Points 210 (12d20+84) Speed 30’, fly 60’ 19


Skills Athletics +6, Intimidation +1, Perception +3 Damage Immunities lightning Senses darkvision 60’ , passive Perception 13 Languages understands Draconic but cannot speak Challenge 3 (700 XP) Flyby. The wyvern does not provoke opportunity attacks when it flies out of any enemy’s reach. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5’, one target. Hit: 13 (2d8+4) piercing damage. Lightning Breath (recharge 5-6). The wyvern exhales lightning in a 15’ cone in front of it. Creatures in that area make a DC 13 Dexterity save or take 22 (4d10) lightning damage, half on a successful save. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 5 (-3) 12 (+1) 8 (-1) Valley Wyvern Large dragon , unaligned Armor Class 14 (natural armor) Hit Points 68 (8d10+24) Speed 30’, fly 60’ Damage Immunities poison, psychic, bludgeoning, piercing, and slashing damage from nonmagical weapons Condition Immunities blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned Senses blindsight 120’ (blind beyond), passive Perception 11 Languages - Challenge 8 (3900 XP) Immutable Form. The elemental is immune to any spell or effect that would alter its form. Actions Catch. Melee Weapon Attack: +10 to hit, reach 15’, one Large or smaller creature. Hit: 13 (1d12+7) magical slashing damage and the target is grappled (escape DC 18). If it is still grappled at the start of the elemental’s next turn, the elemental slams the target on the ground, dealing 52 (8d12) bludgeoning damage. Pole Swipe. The elemental sweeps its catch pole in a 15’ cone in front of it. Creatures in that area make a DC 15 Dexterity save or take 39 (6d12) magical slashing damage and are knocked prone. Leaping Slam. The elemental leaps in the air and lands slamming it’s catch pole covering a 10’ radius circle up to 30’ away from it. Creatures in that area make a DC 20 Dexterity save or take 39 (8d12) magical bludgeoning damage and are knocked prone. Titanite Dart. Ranged Spell Attack: +8 to hit, range 60/240’, one target. Hit: 23 (4d8) lightning damage. STR DEX CON INT WIS CHA 24 (+7) 12 (+1) 20 (+5) 6 (-2) 13 (+1) 6 (-2) Prowling Titanite Huge elemental, neutral evil Armor Class 20 (natural armor) Hit Points 80 (7d10+35) Speed 30’, fly 60’ 20


Turn Immunity. The hollow is immune to effects that turn undead. Actions Multiattack. The dragon makes 3 attacks: 1 bite and 2 claws. Claw. Melee Weapon Attack: +7 to hit, reach 10’, one target. Hit: 11 (2d6+4) slashing damage. Bite. Melee Weapon Attack: +7 to hit, reach 15’, one target. Hit: 15 (2d10+4) piercing damage and 7 (2d6) poison damage Rotting Breath (recharge 5-6). The dragon exhales poisonous slime along the ground in a 30’ cone in front of it, which lasts until the start of its next turn. Creatures entering that area or starting their turn in it make a DC 14 Constitution save or take 28 (8d6) poison damage, half on a successful save. Saving Throws Str +7, Con +6, Wis +2, Cha +1 Skills Athletics +7, Perception +5, Intimidation +4 Damage Immunities poison Damage Resistances necrotic Condition Immunities blinded, charmed, exhausted, frightened, paralyzed, poisoned Senses blindsight 30’, darkvision 120’, passive Perception 15 Languages understands Draconic but cannot speak Challenge 8 (3900 XP) STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 16 (+3) 6 (-2) 8 (-1) 6 (-2) Rotting Dragon Gargantuan undead, chaotic evil Armor Class 18 (natural armor) Hit Points 102 (12d10+36) Speed 40’, climb 40’, fly 80’ 21


Saving Throws Str +4, Dex +5 Skills Sleight of Hand +5, Perception +1 Damage Resistances necrotic, poison Condition Immunities exhausted, poisoned Senses darkvision 60’ , passive Perception 11 Languages Common Challenge 2 (450 XP) Turn Immunity. The hollow is immune to effects that turn undead. Actions Straightsword. Melee Weapon Attack: +5 to hit, reach 5’, one target. Hit: 7 (1d8+3) piercing damage. Reactions Parry. In response to being hit with a melee weapon attack 5’ away, the hollow makes a Sleight of Hand check against the incoming attack roll. If it succeeds, the attack misses and the hollow can make a melee weapon attack against the attacker, with advantage. On a hit, the hollow deals an additional 4 (1d8) damage and may still use another different reaction until the start of its next turn. STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 14 (+2) 6 (-2) 8 (-1) 6 (-2) Balder Knight Medium undead, neutral evil Armor Class 18 (breastplate, shield) Hit Points 45 (7d8+14) Speed 35’ Saving Throws Str +6, Con +5 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons Condition Immunities exhausted, poisoned Senses darkvision 60’ , passive Perception 10 Languages - Challenge 3 (700 XP) Impervious Plate. If a creature makes a melee weapon attack with a nonmagical weapon against the boar, it must make a DC 13 Strength save or the attack automatically misses and the attacker’s speed is reduced to 0 until the end of its turn. Trampling Charge. If the boar moves at least 15’ straight toward a Large or smaller creature and hits it with a gore attack, the target makes a DC 14 Strength save or is knocked prone, and the boar can make a hoof attack against the target as a bonus action. Actions Gore. Melee Weapon Attack: +6 to hit, reach 5’, one target. Hit: 15 (2d12+4) piercing damage. Hoof. Melee Weapon Attack: +6 to hit, reach 5’, one target. Hit: 13 (2d8+4) bludgeoning damage. STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 16 (+3) 2 (-4) 10 (+0) 6 (-2) Armored Boar Large monstrosity, unaligned Armor Class 18 (plate) Hit Points 36 (4d10+14) Speed 45’ 22


Saving Throws Str +6, Con +4 Skills Athletics +6, Insight +1, Perception +1 Damage Resistances necrotic, poison Senses darkvision 60’ , passive Perception 11 Languages - Challenge 3 (700 XP) Turn Immunity. The knight is immune to effects that turn undead. Actions Multiattack. The knight makes 2 attacks. Greatsword. Melee Weapon Attack: +6 to hit, reach 5’, one target. Hit: 13 (2d8+4) slashing damage. Reactions Heavy Block. If forced to make a Dexterity save for which a success halves damage taken, the knight can use its reaction to take no damage on a successful save. STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 15 (+2) 6 (-2) 8 (-1) 6 (-2) Berenike Knight Large undead, neutral evil Armor Class 21 (plate, greatshield) Hit Points 38 (5d8+16) Speed 25’ Saving Throws Int +8, Wis +5 Skills Arcana +8, History +8, Investigation +8, Perception +6 Damage Resistances force Senses darkvision 60’ , passive Perception 16 Languages Draconic, Common, Deep Speech, Celestial Challenge 7 (2900 XP) Magic Resistance. The channeler has advantage on saves against spells and other magical effects. Spellcasting. The channeler is an 8th-level spellcaster. Its spellcasting ability is Intelligence (save DC 16, +8 to spell attacks). It has the following wizard spells prepared: Cantrips: soul arrow, light, mage hand, prestidigitation 1st level (4 slots): heavy magic arrow, alarm, detect magic, magic missile 2nd level (3 slots): misty step, suggestion 3rd level (3 slots): counterspell, fireball, fly 4th level (2 slots): banishment, dimension door Actions Trident. Melee Weapon Attack: +5 to hit, reach 10’, one target. Hit: 8 (1d6+5) piercing damage or 9 (1d8+5) piercing damage with two hands. War Dance. The channeler raises its trident and performs a short dance until the end of its next turn. It must concentrate on this dance as if it were a spell. If it completes the dance before concentration ends, it and allies within 120’ maximize damage rolls for 1 minute. Teleport. The channeler teleports, along with any equipment its carrying up to 120’ to an unoccupied space. STR DEX CON INT WIS CHA 14 (+2) 11 (+0) 12 (+1) 20 (+5) 16 (+3) 12 (+1) Channeler Large aberration, lawful evil Armor Class 17 (metal splint) Hit Points 84 (13d10+13) Speed 30’ 23


Actions Multiattack. The gargoyle makes 3 weapon attacks. Halberd. Melee Weapon Attack: +5 to hit, reach 10’, one target. Hit: 8 (1d10+3) slashing damage. Tail Axe. Melee Weapon Attack: +5 to hit, reach 10’, one target. Hit: 9 (1d12+3) slashing damage. Shield Bash. Melee Weapon Attack: +5 to hit, reach 5’, one Large or smaller creature. Hit: 8 (2d4+3) bludgeoning damage and the target makes a DC 13 Strength save or is knocked prone. Fire Breath (recharge 5-6). The gargoyle exhales fire in a 15’ cone. Creatures in that area make a DC 13 Dexterity save or take 24 (7d6) fire damage, half on a successful save. Damage Immunities poison Damage Resistances fire, bludgeoning, piercing and slashing damage Condition Immunities exhausted, petrified, poisoned Senses darkvision 60’, passive Perception 11 Languages Celestial Challenge 4 (3900 XP) False Appearance. While motionless, the gargoyle is indistinguishable from an inanimate statue. STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 16 (+3) 8 (-1) 12 (+1) 7 (-2) Belltower Gargoyle Large elemental, lawful neutral Armor Class 15 (natural armor) Hit Points 76 (9d10+27) Speed 30’, fly 30’ 24


Skills Acrobatics +5, Stealth +5, Perception +1 Senses darkvision 60’ , passive Perception 11 Languages - Challenge 1/2 (100 XP) Keen Hearing and Smell. The dog has advantage on Perception checks relying on hearing or smell. Pack Tactics. The dog had advantage on attacks against a creature with an ally on the dog within 5’ that’s not incapacitated. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5’, one target. Hit: 7 (1d8+3) piercing damage. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 4 (-3) 8 (-1) 6 (-2) Undead Attack Dog Small beast, unaligned Armor Class 13 Hit Points 85 (10d10+30) Speed 30’ Saving Throws Dex +5, Con +6 Skills Acrobatics +5, Animal Handling +5, Athletics +7, Perception +5 Damage Resistances fire Damage Immunities lightning Senses darkvision 120’ , passive Perception 12 Languages Abyssal Challenge 5 (1800 XP) Reckless. The demon can choose to gain advantage on all melee weapon attacks this turn, but all incoming attacks also gain advantage until the start of its next turn. Innate Spellcasting. The demon’s innate spellcasting ability is Wisdom (save DC 13, +5 to spell attacks). It can innately cast the following spells, requiring no material components: At will: guidance, animal friendship, speak with animals 3/day: beast bond XGtE 1/day: dominate beast Actions Multiattack. The demon makes 3 weapon attacks. Machete. Melee Weapon Attack: +7 to hit, reach 5’, one target. Hit: 11 (2d6+4) slashing damage. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 7 (-2) 14 (+2) 8 (-1) Capra Demon Large fiend, chaotic evil Armor Class 15 (natural armor) Hit Points 85 (10d10+30) Speed 30’ 25


Senses passive Perception 9 Languages - Challenge 1 (200 XP) Amphibious. The frog-ray can breathe in air and water. Standing Leap. The frog-ray’s long jump is 20’ and its high jump is 10’, with or without a running start. Actions Tongue Lash. Melee Weapon Attack: +2 to hit, reach 15’, one target. Hit: 3 (1d6) bludgeoning damage. Tongue Swipe. The frog-ray lashes its tongue in a 15’ cone. Creatures in that area make a DC 11 Dexterity save or take 3 (1d6) bludgeoning damage. STR DEX CON INT WIS CHA 11 (+0) 13 (+1) 9 (-1) 2 (-4) 8 (-1) 3 (-4) Frog-Ray Medium beast, unaligned Armor Class 11 Hit Points 18 (6d8-9) Speed 30’ Damage Immunities poison Damage Vulnerabilities fire Condition Immunities blinded, deafened, poisoned Senses blindsight 60’ , passive Perception 9 Languages - Challenge 1 (300 XP) False Appearance. While the blight remains motionless, it is indistinguishable from a shrub. Actions Multiattack. The blight makes 2 attacks. Vine Whip. Melee Weapon Attack: +4 to hit, reach 15’, one target. Hit: 5 (1d6+2) slashing damage. Devour. Melee Weapon Attack: +3 to hit, reach 5’, one target. Hit: 4 (1d6+1) piercing damage and the creature is grappled (escape DC 11) and the blight cannot attack another creature. A creature that starts its turn grappled this way takes 21 (6d6) poison damage. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 11 (+0) 4 (-3) 8 (-1) 3 (-4) Tree Blight Large plant, unaligned Armor Class 14 (natural armor) Hit Points 85 (5d10) Speed 30’ Senses blindsight 10’, passive Perception 11 Languages - Challenge 1/2 (100 XP) Forest Camouflage. The lizard has advantage on Stealth checks in forest terrain or on trees. Two Heads. The lizard has advantage on Perception checks and saves against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Actions Multiattack. The lizard makes 2 bite attacks, one with each head. Bite. Melee Weapon Attack: +4 to hit, reach 5’, one target. Hit: 5 (1d6+2) piercing damage and 3 (1d6) poison damage. The target must then make a DC 11 Constitution save or become poisoned for 1 minute. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 12 (+1) 4 (-3) 12 (+1) 2 (-4) Twinheaded Lizard Small beast, unaligned Armor Class 12 Hit Points 22 (5d6+5) Speed 30’ 26


Damage Vulnerabilities fire Senses tremorsense 120’, passive Perception 11 Languages Druidic Challenge 6 (2300 XP) Actions Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5’, one target. Hit: 25 (6d6+4) bludgeoning damage and the target makes a DC 15 Strength save or is knocked back 15’, prone. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 17 (+3) 7 (-2) 13 (+1) 7 (-2) Mushroom Parent Medium plant, unaligned Armor Class 15 (natural armor) Hit Points 120 (16d8+48) Speed 20’ Damage Vulnerabilities fire Senses tremorsense 120’, passive Perception 11 Languages Druidic Challenge 1/4 (50 XP) Actions Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5’, one target. Hit: 4 (1d4+2) bludgeoning damage. STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 13 (+1) 6 (-2) 12 (+1) 8 (-1) Mushroom Child Small plant, unaligned Armor Class 11 Hit Points 22 (5d6+5) Speed 25’ 27


Damage Immunities poison, psychic Damage Vulnerabilities bludgeoning, piercing and slashing damage from nonmagical weapons Condition Immunities charmed, exhausted, frightened, paralyed, patrified poisoned Senses passive Perception 11 Languages understands Druidic but cannot speak Challenge 4 (1100 XP) Immutable Form. The knight is immune to any spell or effect that would alter its form. Actions Multiattack. The knight makes 2 weapon attacks. Greatsword. Melee Weapon Attack: +8 to hit, reach 5’, one target. Hit: 13 (2d6+6) magical slashing damage. Circle of Tranquility. The knight raises its sword and generates a radiant circle with a radius of 15’ centered on itself for 1 minute. Enemies in this circle have their speed halved, cannot use reactions, and incoming attacks on them have advantage. STR DEX CON INT WIS CHA 22 (+6) 8 (-1) 18 (+4) 4 (-3) 12 (+1) 3 (-4) Stone Knight Huge construct, unaligned Armor Class 17 (natural armor) Hit Points 66 (7d10+28) Speed 20’ Damage Resistances slashing, force Senses blindsight 30’ (blind beyond), passive Perception 7 Languages - Challenge 0 (0 XP) Fading. Once it sees a creature, the lizard begins to fade from existence. At the end of its next turn, it will finish fading, leaving the current plane of existence. STR DEX CON INT WIS CHA 2 (-4) 12 (+1) 10 (+0) 2 (-4) 5 (-3) 2 (-4) Crystal Lizard Tiny aberration, unaligned Armor Class 11 Hit Points 25 (10d4) Speed 30’ 28


Magic Resistance. The butterfly has advantage on saves against spells and other magical effects. Actions Multiattack. The butterfly makes 6 moonlight dart attacks. Moonlight Dart. Ranged Spell Attack: +7 to hit, range 30/120’, one target. Hit: 7 (1d6+4) radiant damage. Moonlight Orb. Ranged Spell Attack: +7 to hit, range 20/60’, one target. Hit: 11 (2d6+4) force damage. The orb them explodes in a 10’ sphere. Creatures in that sphere makes a DC 15 Dexterity save or take 14 (4d6) force damage, half on a successful save. Moonlight Beam (recharge 6). The butterfly sweeps a beam of magical energy in a 60’ flat cone. Creatures in that area make a DC 15 Dexterity save or take 26 (4d12) force damage. Saving Throws Int +7, Wis +4 Damage Immunities force, poison Damage Resistances fire, radiant, bludgeoning, piercing and slashing damage Damage Vulnerabilities lightning Condition Immunities blinded, deafened, exhausted, petrified, poisoned Senses blindsight 120’, passive Perception 11 Languages understands Draconic but cannot speak Challenge 6 (2300 XP) STR DEX CON INT WIS CHA 11 (+0) 17 (+3) 12 (+1) 18 (+4) 13 (+1) 11 (+0) Moonlight Butterfly Large construct, lawful neutral Armor Class 18 (natural armor) Hit Points 76 (12d10+12) Speed 0’, fly 30’ Actions Multiattack. Sif makes 2 greatsword attacks. Greatsword. Melee Weapon Attack: +9 to hit, reach 15’, one target. Hit: 19 (4d6+5) slashing damage and 7 (2d6) radiant damage. Hurricane Strike (recharge 4-6). Sif stops and swings his greatsword covering a 15’ radius circle about him. Creatures in that area make a DC 17 Dexterity save or take 35 (10d6) slashing damage and 14 (4d6) radiant damage, half on a successful save. Legendary Actions Sif can take 3 legendary actions, used after another creature’s turn in initiative. Sif regains all legendary actions at the start of her turn Detect. Sif makes a Perception check. Greatsword (costs 2 actions). Sif makes a greatsword attack. Retreating Swipe (costs 3 actions). Sif makes a greatsword attack, then leaps up to 20’ away, without provoking opportunity attacks. Saving Throws Dex +7, Wis +5 Skills Acrobatics +7, Athletics +9, Insight +5, Perception +5, Stealth +7 Damage Resistances cold, radiant Senses darkvision 60’, passive Perception 15 Languages - Challenge 11 (7200 XP) Keen Hearing and Smell. Sif has advantage on Perception checks relying on hearing or smell. Pack Tactics. Sif has advantage on attacks when there is an ally within 5’ of the target. STR DEX CON INT WIS CHA 20 (+5) 17 (+3) 15 (+1) 8 (-1) 13 (+1) 11 (+0) Great Grey Wolf Sif Huge beast, lawful good Armor Class 15 (natural armor) Hit Points 210 (28d10+56) Speed 40’ 29


Whenever it takes 30 or more damage in a single turn, one of its heads is cut off. If it loses all heads, it dies. Reactive Heads. The hydra has an additional reaction for each of its additional heads. Actions Multiattack. The hydra makes one attack for each of its heads, all making the same attack. Bite. Melee Weapon Attack: +11 to hit, reach 20’, one target. Hit: 11 (1d8+7) bludgeoning damage. Spit. Ranged Weapon Attack: +4 to hit, range 60/240’, one target. Hit: 7 (2d6) bludgeoning damage. This attack is made with disadvantage against targets within 20’. Flying Jaunt (recharge 6). The hydra flies 60’ and takes the multiattack action using spit attacks. It then falls, taking falling damage if it lands on solid ground. Saving Throws Str +11, Con +8 Damage Resistances fire Senses passive Perception 11 Languages - Challenge 9 (5000 XP) Amphibious. The hydra can breath in air and water. Multiheaded. The hydra has 7 heads. While it has more than one, it has advantage on saves against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. STR DEX CON INT WIS CHA 23 (+7) 11 (+0) 18 (+4) 4 (-3) 13 (+1) 7 (-2) Drakeblood Hydra Gargantuan dragon, unaligned Armor Class 14 (natural armor) Hit Points 159 (11d20+44) Speed 30’, swim 30’ 30


Senses darkvision 60’, passive Perception 9 Languages - Challenge 1/4 (50 XP) Keen Smell. The rat has advantage on Perception checks relying on smell. Pack Tactics. The rat has advantage on attacks when there is an ally within 5’ of the target. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5’, one target. Hit: 3 (1d4+1) piercing damage and 2 (1d4) poison damage. Leaping Bite. The rat leaps 15’ toward a target, without provoking opportunity attacks, then makes a bite attack. If the attack hits, the target makes a DC 11 Constitution save or is poisoned for 1 minute. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 13 (+1) 2 (-4) 8 (-1) 3 (-4) Sewer Rat Small beast, unaligned Armor Class 12 Hit Points 13 (3d6+3) Speed 30’ Damage Immunities slashing, poison Damage Resistances acid, bludgeoning, piercing Damage Vulnerability fire Condition Immunities blinded, deafened, exhausted, frightened, poised, prone Senses blindsight 30’ (blind beyond), passive Perception 7 Languages - Challenge 1/2 (100 XP) Spider Climb. The slime can climb difficult surfaces, including upside down, without making an ability check or save. Actions Spine. Melee Weapon Attack: +5 to hit, reach 5’, one target. Hit: 5 (1d4+3) piercing damage. Grab. The slime attempts to grapple (escape DC 13) a Medium or smaller creature 5’ away from it. On a success, the target is restrained and blinded as the slime engulfs it. A creature starting its turn restrained this way takes 14 (4d6) acid damage. STR DEX CON INT WIS CHA 16 (+3) 6 (-2) 13 (+1) 2 (-4) 5 (-3) 1 (-5) Sewer Slime Small ooze, unaligned Armor Class 8 Hit Points 27 (5d8+5) Speed 10’, climb 10’ Senses darkvision 60’, passive Perception 11 Languages - Challenge 1/2 (100 XP) Standing Leap. The basilisk’s long jump is 15’ and its high jump is 10’, with or without a running start. Actions Claw. Melee Weapon Attack: +5 to hit, reach 5’, one target. Hit: 5 (1d4+3) bludgeoning damage. Petrifying Breath. The basilisk exhales dark smoke in a 15’ cone, which lasts until the end of its next turn. Creatures in this smoke make a DC 10 Constitution save. A creature failing this save begins to turn to stone and becomes restrained. If it fails again while restrained, it is petrified until freed with greater restoration or similar magic. STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 11 (+0) 13 (+1) 12 (+1) 7 (-2) Death Basilisk Medium monstrosity, unaligned Armor Class 13 Hit Points 36 (8d8) Speed 30’ 31


Actions Multiattack. The dragon makes 3 attacks: two claws and one tail attack targetting a different creature. Claw. Melee Weapon Attack: +10 to hit, reach 15’, one target. Hit: 14 (2d6+7) slashing damage. Claw. Melee Weapon Attack: +10 to hit, reach 25’, one target. Hit: 18 (2d10+7) bludgeoning damage. If the target is a Large or smaller creature, it makes a DC 17 Strength save or is knocked 15’ backward, prone. Slamming Bite (recharge 4-6). The dragon rears its torso upward, then crashes it down, covering a 25’ cone in front of it. Creatures in that area make a DC 12 Dexterity save or take 52 (15d6) piercing damage and are knocked 15’ backward, prone. Corrosive Vomit (recharge 6). The dragon regurgitates corrosive muck along the ground, covering a 20’ circle around in, then extending to 40’ at the start of the dragon’s next turn. Creatures starting their turn in this circle or entering it take 49 (11d8) acid damage and have their speed halved. Saving Throws Str +10, Con +10, Wis +5 Skills Athletics +10, Perception +5 Damage Immunities poison Damage Resistances fire Damage Vulnerabilities lightning Condition Immunities exhausted, petrified, poisoned Senses darkvision 120’, passive Perception 15 Languages Draconic Challenge 7 (2900 XP) STR DEX CON INT WIS CHA 25 (+7) 13 (+1) 23 (+6) 8 (-1) 14 (+2) 13 (+1) Gaping Dragon Gargantuan dragon, neutral evil Armor Class 18 (natural armor) Hit Points 132 (8d20+48) Speed 40’, fly 10’ 32


Skills Perception +1, Stealth +5 Senses darkvision 60’, passive Perception 11 Languages - Challenge 1 (200 XP) Keen Hearing and Smell. The dog has advantage on Perception checks reling on hearing or smell. Pack Tactics. The dog has advantage on attacks against a creature with an ally of the dog within 5’ Actions Bite. Melee Weapon Attack: +5 to hit, reach 5’, one target. Hit: 7 (1d8+3) piercing damage. Fire Breath (recharge 4-6). The dog breathes fire in a 15’ cone. Creatures in that area make a DC 12 Dexterity save or take 14 (4d6) fire damage, half on a successful save. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 4 (-3) 8 (+1) 6 (-2) Undead Flaming Dog Small beast, chaotic evil Armor Class 15 (natural armor) Hit Points 22 (4d6+8) Speed 45’ Damage Resistances necrotic, poison Condition Immunities exhausted, poisoned Senses darkvision 60’, passive Perception 9 Languages understands Common but cannot speak Challenge 1 (200 XP) Turn Immunity. The hollow is immune to effects that turn undead. Actions Sword. Melee Weapon Attack: +2 to hit, reach 5’, one target. Hit: 4 (1d8) slashing damage. Leaping Slash. The hollow leaps 15’ toward a target and makes a weapon attack. Leaping Grab. If the hollow hasn’t moved this turn, it leaps up to 10’ toward a target and attempts to grapple it (escape DC 11). While a creature is grappled this way, the hollow cannot move or attack another creature, but it can use its bonus actions or actions to bite the grappled creature, dealing 7 (2d6) piercing damage. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 14 (+2) 6 (-2) 8 (-1) 6 (-2) Infested Hollow Medium undead, chaotic evil Armor Class 11 Hit Points 39 (6d8+12) Speed 35’ Skills Medicine +2, Perception +2 Damage Resistances necrotic, poison Condition Immunities exhausted, poisoned Senses darkvision 60’, passive Perception 12 Languages understands Common but cannot speak Challenge 1 (200 XP) Turn Immunity. The hollow is immune to effects that turn undead. Actions Corpse. Melee Weapon Attack: +3 to hit, reach 5’, one target. Hit: 8 (2d6+1) bludgeoning damage. Leaping Slash. The hollow leaps 15’ toward a target and makes a weapon attack. Leaping Grab. If the hollow hasn’t moved this turn, it leaps up to 10’ toward a target and attempts to grapple it (escape DC 11). While a creature is grappled this way, the hollow cannot move or attack another creature, but it can use its bonus actions or actions to bite the grappled creature, dealing 7 (2d6) piercing damage. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 6 (-2) Infested Hollow Shaman Medium undead, chaotic evil Armor Class 11 Hit Points 39 (6d8+12) Speed 35’ 33


Damage Resistances necrotic, poison Condition Immunities exhausted, poisoned Senses darkvision 60’, passive Perception 10 Languages understands Common but cannot speak Challenge 3 (700 XP) Turn Immunity. The barbarian is immune to effects that turn undead. Actions Greatclub. Melee Weapon Attack: +5 to hit, reach 10’, one target. Hit: 12 (2d8+3) bludgeoning damage and 9 (2d8) poison damage. Leaping Attack. The barbarian leaps 15’ toward a target and makes a weapon attack. STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 6 (-2) Infested Barbarian Large undead, chaotic evil Armor Class 13 (natural armor) Hit Points 68 (8d10+24) Speed 25’ Damage Resistances necrotic, poison Condition Immunities exhausted, poisoned Senses darkvision 60’, passive Perception 10 Languages understands Common but cannot speak Challenge 3 (700 XP) Turn Immunity. The barbarian is immune to effects that turn undead. Actions Boulder. Melee or Ranged Weapon Attack: +5 to hit, reach 5’ or range 60/240’, one target. Hit: 21 (4d8+3) bludgeoning damage.. Trample. If the barbarian hasn’t moved this turn, he slams his boulder in front on it and rolls it 25’. Medium or smaller creatures in this path make a DC 13 Strength save or take 13 (3d8) bludgeoning damage. STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 6 (-2) Infested Barbarian Miner Large undead, chaotic evil Armor Class 13 (natural armor) Hit Points 68 (8d10+24) Speed 25’ Damage Resistances necrotic, poison Condition Immunities exhausted, poisoned Senses darkvision 60’, passive Perception 9 Languages understands Common but cannot speak Challenge 1/2 (100 XP) Turn Immunity. The barbarian is immune to effects that turn undead. Actions Blowgun. Ranged Weapon Attack: +5 to hit, range 100/400’, one creature. Hit: 18 (6d4+3) poison damage, then the target makes a DC 13 Constitution save or becomes poisoned for 1 hour. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 14 (+2) 6 (-2) 8 (-1) 6 (-2) Blowdart Sniper Medium undead, neutral evil Armor Class 13 Hit Points 26 (4d8+8) Speed 35’ 34


Damage Immunities poison Condition Immunities poisoned Senses darkvision 60’, passive Perception 7 Languages - Challenge 1/8 (25 XP) Actions Proboscis. Melee Weapon Attack: +5 to hit, reach 5’, one creature. Hit: 5 (1d4+3) piercing damage and the target loses maximum hit points equal to the damage dealt until it finishes a long rest. Blood Spit. Ranged Weapon Attack: +3 to hit, range 5/15’, one creature. Hit: 3 (1d4+1) poison damage. STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 11 (+0) 1 (-5) 4 (-3) 2 (-4) Blight Mosquito Tiny monstrosity, unaligned Armor Class 13 Hit Points 5 (2d4) Speed 5’, flt 25’ Damage Immunities poison Damage Resistances fire Condition Immunities blinded, exhausted, grappled, poisoned Senses passive Perception 7 Languages understands Abysal but cannot speak Challenge 2 (450 XP) Poison Absorption. Whenever the parasite is subjected to poison damage, it takes no damage and instead regains hit points equal to the damage dealt and does not need to eat or drink for the same number of hours. Actions Claw. Melee Weapon Attack: +4 to hit, reach 10’, one target. Hit: 15 (2d12+2) slashing damage. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 19 (+4) 2 (-4) 5 (-3) 3 (-4) Wall Parasite Huge monstrosity, unaligned Armor Class 14 (natural armor) Hit Points 63 (6d12+24) Speed 5’, climb 10’ Damage Immunities fire, poison Condition Immunities blinded, charmed, grappled, poisoned Senses blindsight 30’, passive Perception 9 Languages understands Abysal but cannot speak Challenge 1/2 (100 XP) Actions Flame Whip. Melee Weapon Attack: +3 to hit, reach 10’, one target. Hit: 8 (2d6+1) fire damage. STR DEX CON INT WIS CHA 12 (+1) 8 (-1) 17 (+3) 7 (-3) 8 (-2) 5 (-4) Cragspider Small fiend, chaotic evil Armor Class 12 (natural armor) Hit Points 26 (4d6+12) Speed 15’, climb 15’, fly 15 Damage Immunities poison Damage Vulnerabilities fire Condition Immunities blinded, grappled, poisoned Senses blindsight 30’, passive Perception 8 Languages - Challenge 2 (450 XP) Actions Bite. Melee Weapon Attack: +3 to hit, reach 5’, one target. Hit: 4 (1d6+1) piercing damage and the target loses maximum hit points equal to the damage dealt until it finishes a long rest. Blood Spit. Ranged Weapon Attack: +3 to hit, range 10/30’, one creature. Hit: 11 (4d4+1) poison damage. STR DEX CON INT WIS CHA 8 (-1) 12 (+1) 14 (+2) 3 (-4) 6 (-2) 4 (-3) Blight Leech Small monstrosity, unaligned Armor Class 14 (natural armor) Hit Points 18 (4d6+4) Speed 20’, climb 20’ 35


Web Walker. Quelaag ignores movement restructions caused by webbing. Standing Leap. Quelaag’s long jump is 30’ and her high jump is 10’, with or without a running start. Actions Multiattack. Quelaag makes 3 weapon attacks, one of which can be replaced with lava spit. Claw. Melee Weapon Attack: +7 to hit, reach 5’, one target. Hit: 10 (2d6+3) slashing damage and 9 (2d8) fire damage. Scimitar. Melee Weapon Attack: +7 to hit, reach 10’, one target. Hit: 10 (2d6+3) slashing damage and 9 (2d8) fire damage. Lava spit. Quelaag spits lava covering a 10’ circle within 30’ of her, until the end of her next turn. Creatures entering or starting their turn in this lava take 18 (4d8) fire damage and have their speed halved. Lava Breath (recharge 5-6). Quelaag’s demonic thorax exhales lava covering a 30’ cone in front of her until the end of her next turn. Creatures entering or starting their turn in that area take 18 (4d8) fire damage and have their speed halved. Fiery Burst (3/day). Quelaag embraces her demonic thorax then releases a wave of heat in a 20’ sphere. Creatures in that area make a DC 16 Dexterity save or take 36 (8d8) fire damage, half on a successful save. Saving Throws Dex +7, Wis +6, Cha +8 Skills Insight +6, Perception +6, Religion +5 Damage Immunities fire Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons Damage Vulnerabilities lightning Condition Immunities charmed, frightened, poisoned Senses darkvision 120’, passive Perception 16 Languages Abyssal, Common Challenge 9 (5000 XP) Heated Weapons. Quelaag’s weapon attacks are magical and eal an additional 9 (2d8) fire damage on a hit (included in the attack). Spider Climb. Quelaag can climb difficult surfaces, including upside down on ceilings, without making an ability check or save. Web Sense. While in contact with a web, Quelaag knows the exact location of any creature in contact with the same web. STR DEX CON INT WIS CHA 17 (+3) 15 (+3) 19 (+4) 13 (+1) 14 (+2) 18 (+4) Chaos Witch Quelaag Huge fiend, lawful evil Armor Class 17 (natural armor) Hit Points 119 (11d12+48) Speed 40’, climb 20’ 36


Saving Throws Str +9, Con +7 Skills Athletics +9, Survival +1 Damage Resistances fire Senses darkvision 60’, passive Perception 8 Languages Giant Challenge 6 (2300 XP) Frenzy. At the beginning of the giant’s turn, it can go into a frezy, gaining advantage on melee weapon attacks, the ability to make a weapon attack as a bonus action, and doubling its seed. But, at the end of its turn, the giant gains a level of exhaustion and its speed becomes 0 until the end of its next turn. Actions Multiattack The giant makes 2 weapon attacks.. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 10’, one target. Hit: 16 (3d6+3) bludgeoning damage. Hurl Bomb (3/long rest). The giant hurls a nearby bomb up to 120’ away, where it explodes into flames covering a 15’ circle. Creatures in this circle when it lands or entering it take 26 (4d12) fire damage. STR DEX CON INT WIS CHA 23 (+6) 8 (-1) 19 (+4) 5 (-3) 6 (-2) 5 (-3) Fortress Giant Huge giant, unaligned Armor Class 14 (natural armor) Hit Points 136 (13d12+52) Speed 20’ Saving Throws Str +5, Con +4 Skills Athletics +5, Survival +1 Damage Immunities poison Damage Resistances fire Condition Immunities poisoned Senses darkvision 60’, passive Perception 9 Languages Draconic Challenge 3 (700 XP) Actions Multiattack The man-serpent makes 2 weapon attacks. Scimitar. Melee Weapon Attack: +5 to hit, reach 5’, one target. Hit: 10 (2d6+3) slashing damage. Bite. Melee Weapon Attack: +5 to hit, reach 5’, one creature. Hit: 6 (1d6+3) piercing damage and 7 (2d6) poison damage. STR DEX CON INT WIS CHA 17 (+3) 13 (+1) 15 (+2) 7 (-2) 8 (-1) 6 (-2) Man-Serpent Medium monstrosity, lawful evil Armor Class 15 (natural armor, shield) Hit Points 62 (9d8+22) Speed 30’ Saving Throws Con +3, Wis +5 Skills Athletics +5, Survival +1 Damage Immunities poison Damage Resistances fire Condition Immunities poisoned Senses darkvision 60’, passive Perception 9 Languages Draconic Challenge 4 (1100 XP) Actions Multiattack The man-serpent makes 4 weapon attacks. Scimitar. Melee Weapon Attack: +5 to hit, reach 5’, one target. Hit: 6 (1d6+3) slashing damage. Lightning Dart. Ranged Spell Attack: +5 to hit, range 30/130’, one target. Hit: 9 (1d12+3) lightning damage. Poisonous Breath (recharge 6). The man-serpent exhales poisonous mist in a 10’ cone. Creatures in that area make a DC 13 Constitution save or take 21 (6d6) poison damage, half on a successful save. STR DEX CON INT WIS CHA 11 (+0) 17 (+3) 13 (+1) 7 (-2) 16 (+3) 8 (-1) Man-Serpent Mage Medium monstrosity, lawful evil Armor Class 16 (natural armor) Hit Points 54 (10d8+9) Speed 30’ 37


Immutable Form. The golem is immune to any effect that would alter its form. Magic Resistance. The golem has advantage on saves against spells and other magical effects. Great Leap. The golem’s long jump is 20’ and her high jump is 10’, with or without a running start. While leaping this way, the golem does not provoke opportunity attacks. Actions Multiattack. The golem makes 2 weapon attacks: 1 slam and 1 greataxe attack. Slam. Melee Weapon Attack: +11 to hit, reach 5’, one target. Hit: 20 (3d8+7) bludgeoning damage. Greataxe. Melee Weapon Attack: +7 to hit, reach 10’, one target. Hit: 23 (3d10+7) slashing damage. Shockwave. Ranged Spell Attack: +3 to hit, range 20/60’, one target. Hit: 15 (3d10-1) force damage. Saving Throws Str +11, Dex +3, Con +9 Damage Immunities fire, force Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons Damage Vulnerabilities lightning Condition Immunities blinded, charmed, deafened, exhausted, frightened, grappled, paralyzed, petrified, poisoned Senses blindsight 120’, passive Perception 11 Languages understands Celestial but cannot speak Challenge 10 (5900 XP) STR DEX CON INT WIS CHA 24 (+7) 8 (-1) 21 (+5) 7 (-2) 12 (+1) 1 (-5) Sen’s Iron Golem Huge construct, lawful neutral Armor Class 17 (natural armor) Hit Points 120 (10d12+55) Speed 20’ 38


Saving Throws Dex +2, Con +8 Skills Athletics +9, Perception +3, Religion +1 Damage Immunities lightning Damage Resistances radiant Condition Immunities charmed, frightened, prone Senses passive Perception 13 Languages Giant, Celestial Challenge 6 (2300 XP) Resilience. The giant can use a bonus action to end a spell effect on itself. Spellcasting. The giant is a 5th-level spellcaster. Its spellcasting ability is Charisma (save DC 13, +5 to spell attacks) and it has the following paladin spells prepared: 1st level (4 slots): cure wounds, purify food and water 2nd level (2 slots): inner soothing light, aid Actions Halberd. Melee Weapon Attack: +8 to hit, reach 15’, one target. Hit: 17 (2d10+6) slashing damage and 5 (1d10) lightning damage. Shield Slam. Melee Weapon Attack: +8 to hit, reach 5’, one target. Hit: 17 (2d10+6) bludgeoning damage and Large or smaller creatures within 5’ make a DC 15 Dexterity save or are knocked 10’ away, prone. Lord’s Wrath (3/long rest). The giant focuses its essense then releases a wave of white radiance in a 20’ sphere centered on itself. Creatures in that area make a DC 13 Dexterity save or take 21 (6d6) radiant damage and are knocked 10’ away, prone. Creatures succeeding the save take half damage and suffer no other effect. STR DEX CON INT WIS CHA 22 (+6) 9 (-1) 18 (+4) 8 (-1) 11 (+0) 14 (+2) Sentry Giant Paladin Huge giant, lawful neutral Armor Class 21 (plate, shield) Hit Points 84 (8d12+32) Speed 25’ Saving Throws Dex +1, Con +7 Skills Athletics +8, Perception +2, Religion +0 Damage Immunities lightning Damage Resistances radiant Condition Immunities charmed, frightened, prone Senses passive Perception 12 Languages Giant, Celestial Challenge 4 (1100 XP) Actions Halberd. Melee Weapon Attack: +8 to hit, reach 15’, one target. Hit: 17 (2d10+6) slashing damage and 5 (1d10) lightning damage. Shield Slam. Melee Weapon Attack: +8 to hit, reach 5’, one target. Hit: 17 (2d10+6) bludgeoning damage and Large or smaller creatures within 5’ make a DC 15 Dexterity save or are knocked 10’ away, prone. STR DEX CON INT WIS CHA 22 (+6) 9 (-1) 18 (+4) 7 (-2) 11 (+0) 7 (-2) Sentry Giant Huge giant, lawful neutral Armor Class 21 (plate, shield) Hit Points 63 (6d12+24) Speed 25’ 39


Saving Throws Dex +6, Cha +1 Skills Acrobatics +5, Religion +1 Damage Resistances lightning, fire Senses darkvision 60’ , passive Perception 10 Languages Abyssal, Celestial Challenge 3 (450 XP) Actions Multiattack. The demon makes 2 melee weapon attacks Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 15’ or range 80/320’, one target. Hit: 7 (1d6+5) piercing damage and 3 (1d6) lightning damage or 8 (1d8+4) piercing damage and 3 (1d6) lightning damage if used with two hands. STR DEX CON INT WIS CHA 7 (-2) 18 (+4) 11 (+0) 8 (-1) 11 (+0) 9 (-1) Batwing Demon Medium fiend, chaotic neutral Armor Class 14 Hit Points 26 (8d8) Speed 20’, fly 40’ Saving Throws Dex +5, Int +4 Skills Acrobatics +5, Sleight of Hand +7, Stealth +7, Perception +3 Damage Resistances necrotic, poison Condition Immunities exhausted, poisoned Senses darkvision 60’ , passive Perception 13 Languages Celestial, Common Challenge 3 (700 XP) Cunning Action. The guardian can take the Dash, Disengage, or Hide action as a bonus action. Sneak attack (1/turn). The guardian deals an additional 17 (5d6) damage when it hits a target with a weapon attack that has advantage or when the guardian has an ally within 5’ of the target, as long as the attack doesn’t otherwise have disadvantage. Turn Immunity. The guardian is immune to effects that turn undead. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5’ or range 20/60’, one target. Hit: 5 (1d4+3) piercing damage. Reactions Parry. In response to being hit with a melee weapon attack, the guardian makes a Sleight of Hand check against the incoming attack roll. If it succeeds, the attack misses and the guardian can move within 5’ of the attack and make a melee weapon attack against the attacker, with advantage. On a hit, the guardian applies Sneak Attack, and may still use another different reaction until the start of its next turn. Uncanny Dodge. In response to being hit with an attack from an enemy the guardian can see, the damage from the attack is halved. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 14 (+2) 13 (+1) 14 (+2) 10 (+0) Painting Guardian Medium humanoid (undead), lawful neutral Armor Class 17 (taper plate) Hit Points 45 (7d8+14) Speed 35’ 40


Saving Throws Str +4, Dex +6 Skills Athletics +4, Intimidation +3, Perception +4 Damage Resistances fire, radiant, lightning Senses darkvision 60’ , passive Perception 14 Languages Celestial, Common Challenge 4 (1100 XP) Might of the First Lord (1/long rest). The knight can use its bonus action to wreath its weapons in ligtning. For the next minute, the knight’s weapon attacks deal an additional 5 (1d10) lightning damage. Charger. If the knight takes the Dash action and moves straight toward an enemy, it can use its bonus action to make a weapon attack. Actions Multiattack. The knight makes 2 longsword attacks. Longsword. Melee Weapon Attack: +6 to hit, reach 5’, one target. Hit: 12 (2d6+5) slashing damage or 15 (2d8+5) slashing damage with two hands Greatbow. Ranged Weapon Attack: +6 to hit, range 250/1000’, one target. Hit: 10 (1d12+4) piercing damage and the target makes a DC 14 Strength save or is knocked 5’ back, prone STR DEX CON INT WIS CHA 15 (+2) 19 (+4) 15 (+2) 12 (+1) 14 (+2) 12 (+1) Silver Knight Medium humanoid (lordkin), lawful neutral Armor Class 20 (plate, shield) Hit Points 45 (7d8+14) Speed 30’ Saving Throws Str +4, Dex +6 Skills Athletics +4, Intimidation +3, Perception +4 Damage Resistances fire, radiant, lightning Senses darkvision 60’ , passive Perception 14 Languages Celestial, Common Challenge 4 (1100 XP) Might of the First Lord (1/long rest). The knight can use its bonus action to wreath its weapons in lightning. For the next minute, the knight’s weapon attacks deal an additional 5 (1d10) lightning damage. Charger. If the knight takes the Dash action and moves straight toward an enemy, it can use its bonus action to make a weapon attack against that enemy. Actions Multiattack. The knight makes 2 pike attacks. Pike. Melee Weapon Attack: +6 to hit, reach 15’, one target. Hit: 9 (1d10+4) piercing damage. Tripping Attack. Melee Weapon Attack: +6 to hit, reach 10’, one Large or smaller creature. Hit: 9 (1d10+4) piercing damage and the target makes a DC 14 Dexterity save or is knocked into the air then falls prone, taking an additional 10 (3d6) bludgeoning damage in addition to any applicable falling damage. STR DEX CON INT WIS CHA 15 (+2) 19 (+4) 15 (+2) 12 (+1) 14 (+2) 12 (+1) Silver Knight Medium humanoid (lordkin), lawful neutral Armor Class 20 (plate, shield) Hit Points 45 (7d8+14) Speed 30’ 41


Ornstein and Smough The most iconic boss fight in the ‘Souls franchise, Ornstein and Smough are weak combatants initially, then become fearsome epic battles. Both have Epic Traits, much like Mythic Traits. They are activated by absorbing each other’s souls. Which seems to be an ability among higher celestials, including the Nameless King. So, while running this encounter, try to have them close enough to each other to effectively use these Epic Traits. Alternatively, allow the players to use their ingenuity to prevent absorption. Actions Multiattack. Ornstein makes 2 crosspear attacks. Crosspear. Melee Weapon Attack: +8 to hit, reach 10’, one target. Hit: 10 (1d10+5) piercing damage and 9 (2d8) lightning damage or 11 (1d12+5) piercing damage and 9 (2d8) lightning damage if used with two hands. Lightning Dart. Ranged Spell Attack: +7 to hit, range 301260’, one target. Hit: 13 (2d8+4) lightning damage. Legendary Actions Ornstein can take 3 legendary actions, used after another creature’s turn in initiative. He regains all legendary actions at the start of his turn Move. Ornstein moves up to his speed, without provoking opportunity attacks (Epic Action) Crosspear. Ornstein makes a crosspear attack. (Epic Action) Swipe (costs 2 actions). Ornstein swipes his crosspear in a 15’ cone in front of him. Creatures in that area make a DC 16 Dexterity save or take 9 (2d8) slashing damage and 9 (2d8) lightning damage. (Epic Action) Lightning Slam (costs 3 actions). Ornstein jumps in the air and slams onto the ground, creating a shockwave of lightning in a 15’ radius about him. Creatures in that area make a DC 16 Dexterity save or take 27 (6d8) lightning damage. Saving Throws Dex +9, Wis +7, Cha +5 Skills Acrobatics +8, Athletics +5, Perception +7, Survival +7 Damage Immunities lightning Damage Resistances fire, radiant Condition Immunities charmed, frightened, paralyzed Senses darkvision 60’, passive Perception 17 Languages Celestial, Common, Draconic Challenge 8 (3900 XP) Soul Devouring (Epic Trait; recharges after a long rest). If Ornstein sees a friendly celestial die, within the next minute, he can use his action to touch the slain celestial and absorb its soul. After doing so, he regains all hit points, his size becomes Huge, and he gains access to epic legendary actions for the next 10 minutes. Dragonslayer Weapons. Ornstein’s weapon attacks are magical and deal an additional 9 (2d8) lightning damage (included in the attack). STR DEX CON INT WIS CHA 15 (+2) 21 (+5) 14 (+2) 12 (+1) 18 (+4) 13 (+1) Dragonslayer Ornstein Medium celestial, lawful neutral Armor Class 18 (plate) Hit Points 110 (17d8+34) Speed 30’, fly 30’ 42


Hammer. Melee Weapon Attack: +9 to hit, reach 10’, one target. Hit: 20 (4d6+6) bludgeoning damage. Slam. Smough jumps into the air and slams onto the ground, creating a 15’ shockwave about him. Creatures in that area make a DC 17 Dexterity save or take 14 (4d6) bludgeoning damage, half on a successful save. Trampling Charge (recharge 4-6). Smough slams his hammer on the ground and moves 15’, grinding his hammer along the path. Creatures in this path take 7 (2d6) bludgeoning damage. Smough then makes a hammer attack. Legendary Actions Smough can take 3 legendary actions, used after another creature’s turn in initiative. He regains all legendary actions at the start of his turn Detect. Smough makes a Perception check. Hammer Swipe (costs 2 actions). Smough swings his hammer in a 15’ cone, making a single hammer attack against all creatures in the area. (Epic Action) Lightning Slam (costs 3 actions). Smough uses his slam action, but with a radius of 15’ and dealing an additional 9 (2d8) lightning damage, regardless of the target’s Dexterity save. Saving Throws Str +9, Wis +3, Con +6 Skills Athletics +9, Perception +3, Survival +2 Damage Resistances fire, radiant Condition Immunities charmed, frightened, paralyzed, poisoned, prone Senses darkvision 60’, passive Perception 14 Languages Celestial, Common Challenge 8 (3900 XP) Soul Devouring (Epic Trait; recharges after a long rest). If Smough sees a friendly celestial die, within the next minute, he can use his action to touch the slain celestial, absorbing its soul. After doing so, he regains all hit points and gains access to epic legendary actinos for 10 minutes. Also, his weapon attacks are imbued with lightning, becoming magical and dealing an additinoal 9 (2d8) lightning damage. Actions STR DEX CON INT WIS CHA 23 (+6) 8 (-1) 17 (+3) 8 (-1) 11 (+1) 7 (-2) Executioner Smough Large celestial, true neutral Armor Class 18 (plate) Hit Points 119 (14d10+42) Speed 20’ 43


4th level (3 slots): homing soul masses, guardian of faith 5th level (4 slots): creation, dispell good and evil. 6th level (1 slot): globe of invulnerability 7th level (1 slot): resurrection 8th level (1 slot): sunburst 9th level (1 slot): gate Sorcery Points. Gwyndolin has 18 sorcery points. He can spend sorcery points as a bonus action to gain one of the following benefits: Distant Spell (1 point): he doubles the range of a spell, or increases it by 30’ if its range is touch. Empowered Spell (1 point): he rerolls up to 5 damage dice for a spell. Quickened Spell (2 points): he casts 2 spells this turn, each with a casting time of 1 action or 1 bonus action. Twinned Spell (1 points): he targets two with a single target spell. Actions Multiattack. Gwyndolin makes 5 longbow attacks against 1 or more creatures within 5’ of each other. Longbow. Ranged Weapon Attack: +6 to hit, range 150’, one target. Hit: 6 (1d8+2) piercing damage and 4 (1d8) radiant damage. Reactions Dimension Door. In response to being hit with a melee attack, after the attack is resolved, Gwyndolin casts dimension door on himself. Saving Throws Con +5, Cha +9 Skills Arcana +6, Insight +6, Perception +6, Religion +6 Damage Immunities poison, lightning Damage Resistances cold, force, necrotic, radiant Condition Immunities charmed, frightened, petrified, poisoned Senses darkvision 120’, passive Perception 16 Languages Celestial, Common, Abyssal Challenge 11 (7200 XP) Magic Resistance. Gwyndolin has advantage on saves against spells and other magical effects. Spellcasting. Gwyndolin is an 18th-level spellcaster. His spellcasting ability is Charisma (save DC 17, +9 to spell attacks). He can cast heavy magic arrow and dimension door at will and they know the following sorcerer spells: Cantrips: soul arrow, chill touch, mage hand, prestidigitation, ray of frost, thauamturgy 1st level (4 slots): chromatic orb, mage armor, magic missile 2nd level (3 slots): hold person, zone of truth 3rd level (3 slots): glyph of warding, lightning bolt STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 13 (+1) 15 (+2) 14 (+2) 20 (+5) Dark Sun Gwyndolin Medium celestial, lawful neutral Armor Class 12 (15 with mage armor) Hit Points 110 (20d8+20) Speed 30’, climb 30’ 44


Damage Immunities poison Damage Resistances necrotic Condition Immunities exhausted, poisoned Senses darkvision 60’ , passive Perception 10 Languages - Challenge 2 (450 XP) Turn Immunity. The hollow is immune to effects that turn undead. Death Burst. When the hollow dies, its bloated sack explodes in black sludge. Creatures within 10’ of the hollow make a DC 13 Constitution save or take 13 (2d12) poison damage and becomes poisoned for 1 minute, repeating the save at the end of each of their turns. While poisoned this way, the creature takes 6 (1d12) poison damage at the start of each turn. Actions Torch. Melee Weapon Attack: +2 to hit, reach 5’, one target. Hit: 2 (1d4) fire damage. Fire Spit. Ranged Spell Attack: +3 to hit, range 30/120’, one target. Hit: 14 (12d12+1) fire damage. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 6 (-2) Engorged Hollow Medium undead, neutral evil Armor Class 14 (natural armor) Hit Points 45 (6d8+18) Speed 25’ Damage Resistances necrotic Condition Immunities exhausted, prone Senses darkvision 60’ , passive Perception 10 Languages - Challenge 1 (200 XP) Phalanx. While the phalanx is within 5’ of two other phalanx, it gains three-fourths cover from its shield and becomes resistant to bludgeoning, piercing and slashing damage origination from where it is facing. Actions Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 10’ or range 20/60’, one target. Hit: 10 (2d6+3) piercing damage. STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 13 (+1) 7 (-2) 6 (-2) 6 (-2) Phalanx Medium undead, lawful evil Armor Class 15 (natural armor, shield) Hit Points 44 (8d8+8) Speed 15’ Skills Acrobatics +5, Perception +5, Stealth +5 Senses passive Perception 15 Languages Auran, Celestial Challenge 4 (1100 XP) Actions Multiattack. The crow demon makes 2 wing attacks. Wing. Melee Weapon Attack: +5 to hit, reach 10’, one target. Hit: 16 (2d12+3) slashing damage. Dive. While flying, the crow attempts to grapple (escape DC 13) a Medium or smaller creature. If it succeeds, the crow can use subsequent actions or bonus actions to peck the target, dealing 20 (3d12) piercing damage. STR DEX CON INT WIS CHA 8 (-1) 17 (+3) 13 (+1) 11 (+0) 16 (+3) 11 (+0) Crow Demon Medium monstrosity, lawful evil Armor Class 14 (natural armor) Hit Points 66 (12d8+12) Speed 30’, fly 60’ 45


Actions Multiattack. Priscilla makes 2 scythe attacks. Scythe. Melee Weapon Attack: +7 to hit, reach 10’, one target. Hit: 18 (2d12+5) slashing damage. On a critical hit, the target takes an additional 13 (2d12) slashing damage and has its maximum hit points reduced by the total amount of damage dealt by this attack. Blizzard Breath (recharge 4-6). Priscilla softly exhales a sparkling mist in a 15’ cone. Creatures in that area make a DC 15 Constitution save or take 45 (10d8) necrotic damage, half on a successful save. Mystic Blizzard (recharge 6). Priscilla conjures a white blizzard in a 20’ tall, 60’ radius cylinder centered on her for a moment. When this is conjured, she turns invisible and teleports to an unoccupied space within the blizzard. She remains invisible as long as she maintains concentration, as if concentrating on a spell. Saving Throws Con +7, Wis +7 Skills Insight +7, Perception +7, Religion +5, Stealth +8, Survival +7 Damage Resistances fire, necrotic Condition Immunities blinded, deafened, petrified Senses blindsight 30’, darkvision 120’, passive Perception 17 Languages Celestial, Draconic, Common Challenge 10 (5900 XP) Lifehunt. Each time Priscilla damaged a creature, its maximum hit points are reduced by 9 (2d8). This ability also ages ageless beings, depriving them of their immortality if their maximum hit points are reduced by 100 or more. STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 16 (+3) 12 (+1) 17 (+3) 15 (+2) Crossbreed Priscilla Large monstrosity, true neutral Armor Class 18 (natural armor) Hit Points 153 (18d10+54) Speed 30’ 46


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